top of page

DUARTE Nathan

Junior Technical Designer

france.png
royaume-uni_edited.png

Daelyug's Tales Januar 2024

Asymmetric Coop

Fact sheet

Unreal Engine 5

5 mount

Summary : Daelyug's Tales is an asymmetrical cooperative game in which a spirit and a shaman must cooperate to advance the plot in medieval Korea.

​

Objective : During this project, my aim was to create an aerial gameplay whose main ability was to possess certain level elements similar to Prop Hunt. One of the major constraints of this project was the single camera for both players.

Tasks : Lead Technical Designer, UX Designer, Game Design.

ScreenShot1.png

My work on this Project

Technical Design : Creation of an aerial gameplay and the 3Cs linked to possession of the Level Elements, Creation of the second Puzzle, Camera management.

Game Design : Conceptualization of the main mechanics.

UX Design : Menu.

Tech Design work

Travail Tech
Gameplay Esprit

Spirit Gameplay

Spirit.png

To begin with, the Spirit is a light, almost cloudy being, the embodiment of an icy wind. This displacement is not subject to the same laws as those of humans, and he can float above obstacles to continue his journey. He is attached to a shaman who will help him on his journey. Without the other, they are nothing, and he would not be able to advance through the various trials they will face.
He has the ability to
possess various objects he encounters along the way, to take control of them and activate various abilities unique to the object. He can also project an ice breath that has the effect of slowing down and freezing enemies and objects that get in his way.

Possession

Possession is one of the two spirit's abilities. By getting inside certain objects, the spirit can: jump, activate the object's mechanism, propel itself, shoot.

There are
two families of objects: the mobile ones, which are the most recurrent and are used both to solve puzzles and during combat, and the static ones, which are at the heart of various puzzles in this world. The aim of possession for moving objects was to create a fun displacement that could at any time be disrupted by the shaman's actions, such as a gust of wind (which could throw the possessed object into the void or against a wall) or wind mines. This is one of the major aspects of the gameplay during combat, as the spirit can activate the various abilities of the objects to help the other player, or simply bring the objects to the other player for use.

Here are the different items you can own in-game:

Possession
Barrel base.gif

Basic Barrel

Used for different mechanisms and can stun enemies.

Barrel Explosion.gif

Explosive Barrel

Explodes at the slightest impact, burns if the enemy doesn't die.

Barrel water.gif

Water Barrel

Applies the wet state to any nearby object or enemy.

Barrel FW.gif

Fire Works Barrel

Has 4 fireworks that can be projected in a straight line.

berserker.gif

Poison potion

Apply the Berserk state to enemies, who kill each other.

Heal.gif

Healing pot

Restores all players' health points.

dam.gif

Dam

Allows you to change the direction of water discharge.

statue.gif

Statue

Blocks all rotation once inside.

Ice Breath

The Ice Breath projects freezing particles onto any surface it encounters, applying ice to the ground that will cause enemies and the shaman to slip. It can also freeze liquids, and if enemies are affected by the “wet” state, they will freeze and shatter at the slightest impact.​

breath
interaction

Elements Interaction

Frozen

Change status to wet

X

X

Change status to frozen

Flaming

Dry

Wet

Extinguishes

One of the major aspects of the gameplay during combat is the randomness that will occur depending on the player's actions: all possessions and many elements of the scenery can interact with each other.
This can result in chain reactions during combat, for example: a firework touches an explosive barrel, which ignites it and explodes after a short time, either destroying nearby elements or triggering other barrels, such as water or fireworks, which then hurl the rest of the ammunition in any direction.

There are also
three recurring gameplay states that interact with each other: “wet”, “frozen” and “flaming”.

Puzzle 2

Puzzle

Puzzle 2 introduces a new floating mechanic: certain objects can float when in water.
The aim of this mechanic was to
prevent the spirit from possessing floating objects, and to force players to find another solution. Objects in the water can, however, be propelled out of the water via the shaman's powers, allowing the spirit to take possession of them once again. In this puzzle, two dams are used to redirect the current so that the floating barrels can be taken wherever the players wish.
For the buoyancy, the aim was to create something
close to reality, but also easy to operate, so we studied the principle of buoyancy and assumed that the barrel is half-full and completely sealed to guarantee buoyancy.​

Camera

Camera

The camera was one of the major constraints of this project, the aim being to abandon splitscreen altogether and focus on a common camera. We decided that the camera would always have the characters in view, and that they would not be able to leave the camera zone. This proved to be quite restrictive, but it forces the players to cooperate and communicate.

équipe

The Team

Portfolio DUARTE Nathan

+33 6.75.87.30.97

  • alt.text.label.LinkedIn

© 2023 by DUARTE Nathan

bottom of page