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University Capstone Project

The final capstone project from my senior year at Full Sail University. I was in charge of creating all encounters, which included three bosses and a handful of minor enemies, as well as creating the Slime Level. To take a closer look at the boss encounters, click on the corresponding images!

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Giant Boss

The first boss players encounter during their experience in our capstone project. This two-phase boss utilizes a heavy, two-handed sword coupled with fire magic to deal heavy damage to the player.

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Slime Boss

The second boss players encounter, this three-phase boss can prove to be challenging for players. During phases two and three, the boss can recombine to return to previous phases if not defeated quickly.

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Summoner Boss

The third boss players are pitted against and a two-phase encounter. Players must balance dealing damage to the boss while also controlling waves of spawned enemies.

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Minor Enemies

A plethora of minor enemies were created, including light medium and heavy melee enemies, a slime enemy, a ranged sniper enemy, a ranged splitfire enemy, and two ranged turret enemies that move and strafe on the X and Z axes. I also created a special loot enemy that was inspired by Treasure Goblins in the Diablo franchise. These are spawned in-game, either specifically or randomly, by a custom spawner that I programmed that is triggered by a collision in each dungeon room. The loot enemy has a small chance to spawn in place of a normal enemy.

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Slime Level

The Slime Level contains unique Slime minor enemies along with normal minor enemies. Riddled with traps, players must conquer the dreaded lair of the Slime Boss in order to progress to the next dungeon.

©2020-2024 by Austin Dove

All content and trademarks property of their respective owners.

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