
POSSESSED
Enigma Of The Ancients
Possessed: EOTA is an ambitious open-world, story-driven RPG that blends strategic hack-and-slash gameplay with deep narrative design. Players will step into the shoes of a conflicted Pict warrior tormented by visions of his fallen enemies, unsure whether they are ghosts or manifestations of his own guilt.
The game delves into the ongoing Pict-Saxon-Dane Conflict, striving to deliver an authentic and immersive medieval combat experience. Players must carefully prepare for battle, master the art of dark druid magic, and navigate a world where every decision can mean the difference between survival and demise.
Responsibilities
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Built the entire game design document (GDD).
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Developed the Combat System.
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Designed and developed all the Gameplay UI / HUD elements.
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Programmed all Enemy AI in the game and designed different behavior patterns for different enemy types.
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Conducted User Interviews and Playtesting rounds. (Alpha - Case Study)
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Built 2 prototype levels for a demo (Level Design)
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Necromancer's Lair
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Broken Fort Vanguard
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Combat System
1 / Fluidity
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Players must feel fluidity in combat. To that end, the Load, Swing, and Recoil speeds are kept at a ratio of 2 : 3: 1.
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Player character moves toward the target if the player's attack is missed.
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When attacking in the right direction, the player character moves to close the gap between him and the target.
2 / Strategy
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Added a variety of melee attacks - Charged Attack, Sprint Attack, Counter, Light & Heavy Attacks.
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Added ranged attacks :
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Spells: Summoning Spells, Projectiles, Teleportation
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Throwables: Throwing Knives, Hachets etc.
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Enemy AI System
1 / Human-Like Behavior
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Enemies are governed by fear and motivation.
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Enemies work in a team to capture the player.

Melee Enemy AI
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Different types of enemies -
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Melee (Gruntling) Enemy
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Ranged (Mage/Archer) Enemy
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Heavy (Juggernaut) Enemy etc.
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Ranged Enemy AI
Gameplay UI / HUD
1 / Interactive UI
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Added a small window showing key bindings for frequent actions (Player is able to toggle it On/Off)
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Added prompts at points of interest where the player can perform an 'action'.
2 / Responsive HUD
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Added post-process FX for different player modes:
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Blood-shot FX on screen when on low health
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Freeze FX on screen when player is freezing/in cold areas of the map
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Added slow-motion FX when player is performing finishers
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Added camera shakes when player is hit
