
Wyrm Stream (CAS 117 Project)
Life's not easy as a dragon, and you've got to relax when you can. After a particularly successful day of wreaking havoc on nearby villages, you settle into a nice, gentle river for a relaxing day. Unfortunately, humans have other plans. Ward off fleets of pesky human ships you float down the river and, most importantly, take back your relaxing day!
Design Modifications:
- Created a new, comprehensive and coherent level: Level 3 (has a new, fully drawn background, unique music, newly introduced breakable obstacles, new animations, and a newly coded ghost enemy with unique behaviors)
- Created a new comprehensive and coherent level: Level 4 (has a new, fully drawn background, unique music, obstacles, and a final boss enemy with unique behaviors)
- Completely overhauled all main-menu backdrops and associated pages (including the pause button) with new artwork to better fit the themes of the game
- Added a complete instruction menu (working buttons for my added additional levels and is complete with a new background)
Aesthetic (Visual/Audio) Modifications:
- Reskinned the player to be a dragon, complete with new animations (flying) and new sound effects for getting hit, dying, and shooting. I also went in and changed the pivot point for this sprite, allowing for a more natural shooting animation
- Reskinned enemy to be an "Attack Boat," complete with new animations (for shooting and exploding/"sinking") and new sound effects for getting hit, dying, and shooting
- Reskinned enemy to be a "Fishing Boat," complete with new animations (for shooting and exploding/"sinking") and new sound effects for getting hit, dying, and shooting
- Added new enemy, the ghost, with new art and complete idle and death animations
- Added a new obstacle, the log, which players cannot move and must shoot to break for more movement within the game level/environment
- Added a final boss, the ghost ship, with new art and complete death animations.
- Replaced all game sound effects for dying, shooting, and being hit, and also changed the game's background music for each new level and the main menu screen
- Reskinned and re-animated enemy projectiles to be cannon balls, which all enemy sprites (boats and the final boss) are able to shoot
- Drew out and added four new backgrounds to the game (grassland, swamp, the river Styx, and the "Depths"), one for each level's unique biome, all of which lend a hand to the natural progression of the game
- Reskinned existing asteroid barriers to be four different varieties of grass, which complement each of the four level's unique color schemes (also adjusted the collisions on all barriers to better prevent out-of-bounds experiences)
Gameplay Modifications:
- Added a new enemy, the ghost, with completely new programming in C#. The ghost does not shoot at the player but, with faster movement speed, will race to touch the player, dealing devastating contact damage
- Added a new enemy (and final boss), the ghost ship, which is completely immobile but fires massive cannonballs at a quick rate (which players must then deftly dodge). This enemy also has a higher max health than any other enemy within the game
- Added a new obstacle, the log, which is completely immobile and which cannot be phased through, proving to be a powerful obstacle for players. In order to maneuver around these objects successfully, they must be shot at and broken (which comes with a unique animation and art)
All art (besides the buttons, player bullet sprites, and mouse skin, which I kept due to their alignment with the games sprites and overall aesthetics/themes) was hand-drawn by me within Krita.
Credits: Emma Mason
Game Music: 8-bit Fantasy & Adventure Music | Electronic Music | Unity Asset Store
Game Sound Effects: RPG Essentials Sound Effects - FREE! | Audio Sound FX | Unity Asset Store
| Updated | 18 days ago |
| Published | 20 days ago |
| Status | Released |
| Platforms | HTML5, Windows, macOS |
| Author | AL0nePlanet |






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