Delver’s Drop

Creative Fields

Game Design, Leadership, UI / UX

Client

Pixelscopic

Project URL

delversdrop.com/

Delver’s Drop is a 2D action RPGwhere players descend through an ever-shifting series of levels toward their final goal. As 1/3 of the full-time team devoted to the project, I worked every aspect in some capacity, including auxiliary work on the Kickstarter crowdfunding campaign and technology infrastructure. My main areas of contribution centered around designing the level generation system (with our programmer), creating room variants, and managing the scripting/data of all game objects, characters, etc.

Of particular note is that the vast majority of game content – characters, enemies, weapons, items, etc. – had their data controlled via direct spreadsheet export. This allowed me to rapidly tweak values and test them, and also opened the way to easy future modding by the community.

I exhibited this project at PAX Prime 2012, PAX East 2013, and PAX Prime 2013. Done as part of the team at Pixelscopic; more info available at Delver’s Drop.com

The in-game HUD with an example dialog box. Regions clockwise from top left are: 1) XP meter, current character name & buffs; 2) hearts / shields + debuffs; dialog below; 3) special ability charge & currency; 4) currently equipped weapon with charged attack meter, weapon special attributes icons; 5) inventory (center spoke rotates to point to selected item).
An example boilerplate menu, this was the pause/debug screen for user feedback during Alpha and Beta sessions.
A spreadsheet used to diagram out room permutations. Room design later moved to become more abstract as larger chunks were generated procedurally; these diagrams served as testing grounds for room flow and objectives. (Symbols are defined in a legend on the first tab of any given sheet)
A basic example room setup inside Tiled, the opensource map editor used for all room creation and scripting in Delver's Drop. Room collision and doors are placed, the floor is painted from a tilemap, and traps and enemies may be placed by hand or serve as abstract spawn points.
A very large room with all possible objects; this environment was used to test the physics properties assigned to each object to make sure they feel correct. Other uses include tweaking visual positioning of art assets and testing scriptable triggers.
One of the many, many sheets where physics properties are entered and balanced. In this case, this sheet controls the properties of playable classes.