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Cero

Short gif of Cero's gameplay

Cero is a top-down, 2D pixel art, 4v4 multiplayer, action-RPG, MOBA. The core inspiration for Cero was MOBAs, with the added element of capturing the flag.

Cero was a solo project made in five months and is a prototype to be developed in the future by my production company Flaming Scarecrow.

 Character Design

I used Aseprite software to design and develop the player characters for this game, allowing fluid movements and animation.

Gif of Cero's player animations

 Level Design

Cero's level design was split into three major areas: layout, art and functionality.

To design the layout, I took inspiration from the lanes within MOBAs and merged this concept with the map style typically found in capture the flag games (CTF). Then I integrated three types of dungeons motivated by classic RPGs such as Zelda.

Preproduction layout design 

Map layout design

The art style of Cero was influenced by RPGs (Zelda & Binding of Isaac). The colour scheme allowed players to understand their position on the map as it related to the corresponding coloured area. 

Preproduction art design 

Map art style

Cero environment functionality was designed with stealth and ambushing in mind. Therefore, the level had many objects where the player could hide and ambush other players, adding a skill level to the game. 

 Functionality design  

Functionality design

Cero's central area was developed to have two visual styles: this helped the player understand what side of the map they were on and if that area was in enemy territory.

 Level final design  

 Menu Design

The menu design within Cero was created to be simple and easy to understand while matching the overall game theme.

Menu inspiration

Menu  final design    

Game Design Document (GDD)

This link allows you to see my preproduction GDD. 

 Skills Used

·       Pixel Art

·       Level Design

·       Combat Systems PvP & PvE

·       2D Player controller  

·       Game Systems Balancing

·       RPG Systems

·       Inventory Systems

·       Scoring Systems

·       UI & UX Design

·       General Programming (C#)

·       Unity

·       Project Management (Monday)

Reflection

While producing this solo prototype game, I discovered many new skills, including character controls, PvP & PvE combat and RPG systems. In addition, it supported previously learnt skills such as level, UI & UX design and programming. 

What went well

·    The overall game was easy to understand, how to play and enjoy.

 

·    Being a solo project meant I gained skills across the game development process, which broadened my understanding of other disciplines.

What could be improved 

·    The RPG system could be improved to the similar standards of other MOBAs on the market, i.e. different weapons and armours with their abilities to achieve a diverse skill level and play style.

 

·    Also, adapting the lighting and shadows would add visual depth to the final product.

In addition, this project will allow me to take the game through a complete development cycle from pitch, prototype, production, and shipment. In conclusion, this was a successful solo project which I could improve for production.