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Platform: PC

Engine used: Unity

Development time: 2 months

 

Seven Kings is an action RPG aimed to be released for the Iphone and developed using the Unity framework and several modeling tools. Development started in July 2014 and ended in late August 2014.

 

The project's purpose was to improve my software design skills as well as to become very familiar with Unity.

 

Features

  • Very robust Item Creation System.

  • Class based gameplay.

  • Simple Quest system.

  • Fully customizable hero properties.

  • Earn experience to level up your hero and your skills.

GAMEPLAY

The game is played by using the WASD keys to move and the left mouse button to attack with the hero's equipped weapon.

 

The skills are displayed on the right of the screen and the user must click on them to activate them, this was a design decision since Seven Kings was meant to be played on the Iphone, however I never released the game on mobile platforms since I felt the game needed more development time.

Seven Kings offers several environment types such as forests, caves, deserts and castles. It also offers many enemy types such as Zombies, Skeletons, Bandits, Imps, Yeti as well as a final boss.

There are plenty of properties the player is able to modify by equipping Items.

Most of these properties are standard in ARPG games, specially in the Diablo franchise. Every single property can be modified by Items assuming you get lucky!

Skills are what differentiates gameplay depending on the chosen class. Each skill can be leveled up, which will affect either its damage, duration, and overall effectiveness.

 

 

ITEM CREATION SYSTEM

I did a lot of research when it came to random item generation and the result was a system that stays very true to the Diablo franchise, specially Diablo 2.

 

Items can be of 3 types of rarity. Normal, which means magical attributes or affixes are not added to it, Magical, which means up to 3 affixes may be added to it, and Rare, which means up to 6 affixes can be added to the Item.

 

However things are more complicated than that, affixes may or may not modify the name of the Item depending on its rarity, also an affix may or may not be spawned on certain Item categories (for example some affixes cannot be spawned on Amulets). Affixes also scale based on the player's level.

 

I'm leaving out a lot of information but I was very pleased with the results of this system.

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