Grimoire of a hunter
Investigate, stalk and slay classic mythical evils to absorb their powers.
The world is a dark and terrifying place, full of monsters and myths that are much more of a reality beyond bed-time stories. You are Virgil, a simple man who is just trying to stay alive; living in the country with your wife and making a simple life for yourself. However, that all changes when one day your family is attacked by a pack of werewolves, slaying your wife and newborn child. Just when all hope seems lost a mysterious figure appears before you and offers you a great power in order to hunt the beasts and take your revenge. But all power comes with a price, and is that price something you are willing to pay?
Over the course of a semester in GDD 4000: Game Production, a group of 12 students (including myself) worked to create a game from scratch. This game ended up being an action-adventure style game set in the forests of dark age Europe where monsters roamed the trees: Grimoire Of a Hunter. Grimoire offers a unique moral choice system where you can choose to take on the parts of the monsters you slay for more power, but that power always comes at a price. Grimoire also boasts a unique gameplay experience where you investigate the monster before you fight them in order to learn their weaknesses and patterns in order to more effectively defeat them. This allowed for two distinct play-styles for the player to choose from: using graft powers to overcome challenges however morally wrong, or to methodically investigate your quarry and defeat it with tactics and knowledge while retaining your humanity.
Development Specs
Development Cycle: 3 Months Team Size: 12
Development Environment: XNA Game Studio Language: C#
Platform: PC Windows Machines Development Cycles: Agile-Scrum Development
Meet the Team
Producer: Matt Swett
Lead Designer: Terra Ray
Designer: Connor Maturin
Lead Artist: Colleen Fannin
Artist: Alex Nissen
Artist: Troy Wagoner
Artist: Sean O'Steen
Artist: Erin Kramer
Lead Programmer: Austin Hill
Programmer: Joshua Hard
Programmer: Chuck May
Programmer: Grant Pederson
The entire project was an amazing learning experience in what it was like to take a game from concept to final release, as well as what it was like to work in a large team. Even though we had such a large team, by the end of the semester we were only able to implement 1 out of the 4 chapters we had designed and planned. However the one chapter that was implemented is polished and representative of the experience we set out as a team to create, and we are all very proud of it. It also was a great learning experience in terms of what could and would go wrong over the course of creating a game. We were able to manage these problems by using agile development in order to keep problems and delays from propagating throughout the project.
If you'd like to try Grimoire for yourself, simply click the button below to download it from Google Drive.
The world is a dark and terrifying place, full of monsters and myths that are much more of a reality beyond bed-time stories. You are Virgil, a simple man who is just trying to stay alive; living in the country with your wife and making a simple life for yourself. However, that all changes when one day your family is attacked by a pack of werewolves, slaying your wife and newborn child. Just when all hope seems lost a mysterious figure appears before you and offers you a great power in order to hunt the beasts and take your revenge. But all power comes with a price, and is that price something you are willing to pay?
Over the course of a semester in GDD 4000: Game Production, a group of 12 students (including myself) worked to create a game from scratch. This game ended up being an action-adventure style game set in the forests of dark age Europe where monsters roamed the trees: Grimoire Of a Hunter. Grimoire offers a unique moral choice system where you can choose to take on the parts of the monsters you slay for more power, but that power always comes at a price. Grimoire also boasts a unique gameplay experience where you investigate the monster before you fight them in order to learn their weaknesses and patterns in order to more effectively defeat them. This allowed for two distinct play-styles for the player to choose from: using graft powers to overcome challenges however morally wrong, or to methodically investigate your quarry and defeat it with tactics and knowledge while retaining your humanity.
Development Specs
Development Cycle: 3 Months Team Size: 12
Development Environment: XNA Game Studio Language: C#
Platform: PC Windows Machines Development Cycles: Agile-Scrum Development
Meet the Team
Producer: Matt Swett
Lead Designer: Terra Ray
Designer: Connor Maturin
Lead Artist: Colleen Fannin
Artist: Alex Nissen
Artist: Troy Wagoner
Artist: Sean O'Steen
Artist: Erin Kramer
Lead Programmer: Austin Hill
Programmer: Joshua Hard
Programmer: Chuck May
Programmer: Grant Pederson
The entire project was an amazing learning experience in what it was like to take a game from concept to final release, as well as what it was like to work in a large team. Even though we had such a large team, by the end of the semester we were only able to implement 1 out of the 4 chapters we had designed and planned. However the one chapter that was implemented is polished and representative of the experience we set out as a team to create, and we are all very proud of it. It also was a great learning experience in terms of what could and would go wrong over the course of creating a game. We were able to manage these problems by using agile development in order to keep problems and delays from propagating throughout the project.
If you'd like to try Grimoire for yourself, simply click the button below to download it from Google Drive.