Demo of a videogame summer project
Available for Windows
https://link-link-link-link.itch.io/ravenight-demo
RAVENIGHT is a turn-based tactical roguelike tower-defense game where the player protects a magical spellbook from increasingly dangerous enemies while manipulating a rotating arena, transforming between forms, and exploiting a score-based wager between the olympian gods.
Audio
Composer (Main Theme, Menu Theme, Olympian Events) — Stian Gilberg Hjelle-Rønning Gil
Composer (Olympian Events)- Niklas Rolf
Guitarist - Felix Väinö Kristian Firing
Sound Effects — Eilys Louise Outhwaite
End Credit Track - Mathias Stener Anderson
Pixel Art
Enemy Animations — Anzhela Borislavova Dzhambazova
Player Animations — Salvador Vieira
Voice Cast & Singers
The Narrator, Korax, Basileus, Symbolus and Autexousia — Tom Bjørndalen
3D Environment & Asset Artists
Main Tower Asset - Vilde Sophie Myrvang
Spellbook Textures - Maria Taagvold
Octogonal Rings - Salvador Vieira
Game Design
Nathalie Larsen Kristiansen (implementing audio and voices in UE)
Salvador Vieira (other)
Social Media
An Malin Aabakken
Huge thanks to
Stian Olsen, Wallace Viktor Yure
3 minute demo highlights
Progress Video 33 - Hex Metalic Effect
Progress Video 32 - Fog Effect
Progress Video 31 - Funky Disco Floor Effect
Progress Video 30 - Unlocking Act 1
Progress Video 29 - The book now opens and closes based on amouse press
Progress Video 28 - 3rd atempt with spellbook video
Progress Video 27 - 2nd atempt with spellbook video
Progress Video 26 - 1st atempt with spellbook video
Progress Video 25 - Textures made by Maria Taagvold
Progress Video 24 - Speelbook static mesh attempt inside UE later replaced with a video render made in blender
Progress Video 23 - Creating Moving Pages
Progress Video 22 - SuperSecretGameEnding
Progress Video 21 - Changing up how the shields look like
Progress Video 20 - You can steal the enemies shields
Progress Video 19 - Showing each god event
Progress Video 18 - Speeding true each god event
Progress Video 17 - Manualy Controlled Projectile
Progress Video 16 - Enemy is hit by returning projectile
Progress Video 15 - Speedrun the good ending by losing all 5 letters and teleporting to the outer ring, then go to first person raven form to unlock the triggerable location once you reach the center and overlap with the currently enabled collision sphere
Progress Video 14 - Enemy base HP increase per type and ring located
Progress Video 13 - Enemy Blood and Star Impact
Progress Video 12 - Blood Splashes
Progress Video 11 - Showcasing Enemy Teleport and Hex highlights - Enemy Animations made by Anzhela Borislavova Dzhambazova - instance static mesh generated rings for the hexes and i change their texture in a similar way i do to the arena rings
Progress Video 10 - Purple Mist Fake Ocean
Progress Video 9 - score system and scalable hit radius based on animation combos (jumps or attacks), hit distance (the further the swing the more damage), weapon type (red, yellow or green), enemies targeted per hit (the more enemies the better)
Progress Video 8 - Multilinetrace for Katana in yellow, Kanabo in red and Staff in green
Progress Video 7 - Rotation of Camera with RMB, Walking with LMB, flying in Raven Form and switching to Arena Control
Progress Video 6 - Attack and Jump Animations, the animation changes based on an array, so instead of having to learn a series of complex combos the player needs to learn wich animation will come next
Progress Video 4 - Improving textures in Aseprite - Player Teleporter
Progress Video 3 - Walk Cycle with navmesh thanks to hidden merged arena in black
Progress Video 2 - Rotation System
Progress Video 1 - Highlight System