Mirastell is a clear expression of my creative vision, which I have been working on for over 3 years. In recent months, I have collaborated with a few artists and a writer to finalize the game, and build post-launch content. Working with these developers has taught me a lot about how to express my vision for the game.
Below, I've written up a list of features I worked on during development. Additionally, I have provided some longer write-ups about how the game has evolved over time, as well as some example code pulled from its lighting engine.
Features:
Gameplay Design
Through years of iteration I evolved basic turn-based combat into a unique and engaging system which serves as a strong hook for players.
I created a progression system which focuses on creating player stories. This system includes several weapons, each with their own unique behavior and feel, as well as a variety of talents and equipment which players can unlock.
I developed a stealth system which adds tension and atmosphere to the game, and comes together with the combat system to create a compelling core game loop.
I created a challenging set of secret puzzles which involve code-breaking and pattern recognition. You can find a recording of a streamer completing these puzzles here.
System Design
I created a deep combat sandbox featuring multiple types of equipment, allowing players to customize their builds for specific play-styles.
I built several investment systems which use rewards to incentives players to engage with the game in new ways.
Programming/Scripting
I built a 2D path-traced lighting engine using GPU.js in order to create a more interesting visual style for our world.
I wrote a NodeJS multiplayer server and built a custom realtime multiplayer networking system that can connect players anywhere in the world, and allows players to host their own servers.
I created a custom level editing pipeline which automates the process of exporting levels from 3rd-party software, and importing them into the game.
Narrative
I created a complex setting full of layered characters.
I wrote a unique, carefully paced narrative that is designed to accommodate players who love story, as well as players who prefer to just ignore it.
I placed lore pick-ups and environmental story elements throughout levels which work together with voice over and in-game cutscenes to maintain pacing.
Level Design
I designed a multitude of unique levels, most of which contain their own unique mechanics and combat challenges.
I used art assets, lights, and post-processing effects to create moody and evocative environment art that keeps players engaged during down time in the game.