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Matzas Adventure

This is a side project I have been working on over the past several months in my own free time. It was an idea that I came up with during a class for my final project design. My aim was and still is to make an RPG combining two things that I love, a Zelda type adventure with culinary traits.

Matza's Level One copy.png

The first level ( image on the left) teaches the player the basics. If the player chooses to go up instead of turning left on the first juncture they will encounter a green gate patrolled by an enemy. The player can see a portal on the other side, but won't have access until they go back and retrieve said key. The water hazard also takes the player back to the start of the level if they run into and reduces their life by one.

Matza's Level Three copy.png

The third level introduces even more obstacles, spike traps. The player will be searching for the third key to finally escape the dungeon, but this time they will have to find the pressure plates that deactivate the traps on the floor, while avoiding the patrolling guards. The player path sequence is as follows: blue, yellow, red, and green.

Matza's Level Two Copy.png

The second level introduces more hazards to the player. While keeping the gate unlock in play, as well as the water hazard, spinning blades also spawn from the walls. If the player is hit they will blink red for a few seconds while turning invincible for this time as well. Giving them a chance to recover while looking for the key.

Made by Team E404

This is my final school project made by me and my team. The team decided to take our project in a unique direction, making it entirely on the Unity UI. It's a roguelike card game, where the player battles enemies taking turns while using cards to either defend or attack.

404 Screen Shot.PNG
404 Screen Shot 2.PNG

The player has mana, which is represented by coffee. Depending on which card they use will determine how fast they use up their mana and how many actions they can take per turn. When their mana reaches zero, they player ends their turn. Then the enemy will take their action. This will continue until the player has defeated the enemy or is defeated.

404 Screen shot 4.PNG

The main screen allows the player to choose which level they want try next, customize their deck of cards for combat, buy new cards, heal and view their stats. 

Each selection from the main menu takes the player to a different screen, where the player can choose what strategy they want to try next, where to spend their coins and what achievements to unlock to help them on their quest.

Mirror

Here is the completed project for the class Game Design 2. It was the first full game that I built and had independently tested by others in under two weeks. The theme for the month was "Playing both sides", the only stipulation was that students were not allowed to make a game that controlled two characters with two sides of the keyboard. Such as "W,A,S,D" for one character and the arrows for the other. This game was my solution.

Mirror Screenshot 1.PNG

The game starts off with a simple puzzle and lots of time to allow the player to become accustomed to the controls. It allows them to get used to focusing on both objects simultaneously.

Mirror Screenshot 2.PNG

As the game progresses, so does the difficulty and the time allotted for each level decreases. Eventually mobile enemies are introduced. Which forces the player to work on their timing on the movements of their characters.

Mirror Screenshot 3.PNG

Eventually the game will have the player face all of the challenges they have seen in each level combined into one single level.

SCRAPS

Here is the first game that I worked on with a team to complete the project. The base of the game was created by the staff at Full Sail. Each student on the team needed to design a post apocalyptic level for the player to navigate through, then have that level continue seamlessly to the next students. The level displayed is my warehouse design. I wanted the player to feel the wide open space of a large building but also a little constrained by all the falling debris.

Scraps.PNG

SNEAKY SNEAKY

This project was to show our instructors our knowledge of the NavMesh Agent from Unity. The player navigates through a level of patrolling guards to get the to giant green square. If the player gets too close to the guards they will give chase until the player is out of range. The guards will also respond to any alarms triggered in the room.

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