Underland screenshot

Game Design

Underland

Underland is a 2D RPG game where players take on the role of a lost soul facing the challenges of navigating through three distinct worlds. Each instance consists of various obstacles where players must defeat a unique boss before advancing to the next level.

Role: Sole developer: design, narrative, and programming in Processing/Java.

  • Shipped a 2D RPG with a stat-based progression system and three boss-rush worlds.
  • Learned scope planning after cutting content to protect core mechanics.
Underland hero

The Goal

The primary goal in creating Underland is to deliver an immersive 2D RPG experience that strategically challenges players, drawing inspiration from titles like Dark Souls, Undertale, and For the King. The game aims to captivate players with a challenging gameplay loop, gradual story unraveling, and a customizable character progression system.

My Inspiration

My Inspiration

Underland was inspired by various designs from video games that create a unique experience within their genre. The gameplay focuses on individuals who enjoy character progression, customization, and strategic decision-making, traits found in modern RPGs.

Design

Design

The design centers on a customizable character progression system drawing from traditional RPGs. Players can allocate stats such as Vigor, Dexterity, and Attack for a tailored playstyle. Controls use WASD for navigation plus core ability mechanics (shooting, shielding, dodging), and the HUD includes health, stamina, and mana bars for real-time feedback.

The Programming

The Programming

The game was made in Processing, a Java-derived language that combines code with the fluidity of a visual interface. Its user-friendly interface let me experiment with graphics and interactivity, focusing on gameplay mechanics without the complexities of lower-level programming.

Final Thoughts

I learned how to design an engaging gameplay loop centered around boss battles and grinding mechanics, planning different phases for each boss fight to escalate difficulty. I gained experience with narrative design by slowly revealing a mysterious story through environmental clues and dialogue.

Prototyping key systems early and leaving buffer time for playtesting is critical. The initial timeline proved too ambitious, asset creation and narrative writing take more time than expected, so I had to cut scope in some areas to focus on core mechanics.