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Adove and Bello

Made for the 2022 Epic Megajam.

Play as Bello the cat, and go to the Knight Owls' nests in order to retrieve King Adoves's eggs. This is a top-down view Dungeon Crawler RPG game, where you can shoot, do platforming, and take part in missions to take back King Adoves's eggs.

SaveHerPillars.png

My Role:

On "Adove and Bello", I worked as a Technical Combat and AI Designer. I also managed and set up portions of the project, for example, source control, utilizing Perforce. I also managed portions of the project utilizing Trello.

Game Preview

Post Mortem

What Went Right:

01. Shooting/Dash mechanic
Initially, this was meant to be more of an aesthetic feature. However, the dashing while shooting proved to be really fun and useful, so we implemented it as a core mechanic of the game.

02. Theme
It took a lot of effort to work with the theme "As Above so Bellow". However, I feel like we managed to utilize that theme in a way that fits the game and the gameplay.

03. Prototyping
Even though it took a long while to get the final assets for this game, we utilized a lot of place holder assets and mechanics that transitioned really well when we implemented the final assets.

04. Source Control and Organization
Utilizing Perforce instead of GitHub made this project way easier to manage. Not only that, but the utilization of Trello, and having a good design document from the beginning made working on this project way easier.

05. Audio
A lot of audio resources were made available to us for free during this project. That helped a lot with making the game more immersive and impactful.

What Went Wrong:

01. Models

We had a lot of issues with the models. Our enemy models were not rigged or in the right pose, so we had to do a lot of adaptations to make them work. Not only that but we had little to no time to implement the player character model, however, we managed to put it in.

02. The hat

Bello the cat was originally supposed to have a hat. However, when we attempted putting it in the engine, the hat was moving in a weird way, so we removed it from the initial release.

03. Bugs
The game had some noncritical bugs that were not fully fleshed out prior to the initial release. However, updates are ready to fix those bugs and improve the game.

04. Difficulty

The game ended up releasing with a really high difficulty. But, after receiving feedback, the difficulty of the game was already lowered for the next update.

05. Animations

We didn't have any animators on the team, so we had to utilize animations from sources like Mixamo, and we had to rig some of the models ourselves. However, we have plans to add an animator to the team to improve the in-game animations.

Game Pictures

Level Select Screen

Image of the playable level select screen

LevelSelect1.JPG
Castle1.JPG

The Castle

Image from the beginning of the game

Combat

Picture of an enemy AI after being defeated

Kill1.JPG

©2022 by FBC Game Design Portfolio.

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