As the lead game designer of TerraQuest, I collaborate with a skilled team of programmers, UI/UX designers, sound engineers, and artists to create an immersive online MMO adventure set in a dynamic pixel art forest. Together, we're crafting a unique world where players can craft costumes, explore, and utilize the TerraSight-1000 tool while caring for their loyal pets.
Software: Unity, Tiled, Aseprite, Sequence Flow Diagram, Machination
🌳TerraQuest🎒
Unleash Your Inner Explorer in a Dynamic Forest World!
Embark on an epic online MMORPG adventure like no other in TerraQuest, where you become a fearless forest explorer. In this captivating pixel art world crafted with Asperite, players dive into an ever-changing forest landscape using the Unity game engine. Your mission? To gather resources, create unique costumes, and explore the dynamic wilderness that reinvents itself every three days.
TerraQuest Town Design
🗝️Key Features:
Dynamic Forest Exploration: Explore a living, breathing forest that transforms its layout every three days, challenging your skills and strategy anew.
Costume Crafting Mastery: Harness the power of creativity as you craft and customize your costumes. Mix and match your attire with various interchangeable costume parts to unlock unique abilities and styles.
TerraSight-1000 Tool: Equip the TerraSight-1000, a versatile tool that aids you in your quest. Use it to detect hidden resources buried beneath the forest floor, but be cautious – its battery drains over time, requiring you to plan your scans strategically.
Loyal Companions: Forge deep bonds with your adorable in-game pet. Care for, feed, and play with your companion as you both face the challenges of TerraQuest together.
Online MMO Community: Team up with friends and fellow adventurers in this massive online world. Collaborate, trade, or compete with others as you strive to uncover the forest's secrets.
Flow of Terraquest between resources, chances, crafting, and items. Using Machinations
Some Screenshot of shop interior layout
Cave Design (Top Left): The cave serves as a lobby hall where players can gather at the center before venturing further to explore its depths.
Town 2 Layout (Top Right): The Carpenter Shop and Antique Shop are strategically placed at the center, near the entrance to Town 1. This positioning makes the shops more noticeable and accessible to players.
Town Hall Design (Bottom Left): The Town Hall is designed to be spacious and prominent. The NPC, located at the top center of the hall, is easily noticeable, indicating their importance as a key figure in the town.
Dev Room (Bottom Right): An easter egg for players to discover, the Dev Room is hidden in a secret location, offering a rewarding surprise for those who find it.
One of my early ideas for TerraQuest included core functions flow of the game, building sketches, and User Low Fidelity Interface designs.
Use Tiled software to design for the interior of each building.
Using marker as spawn when import into unity. It is because object that need to have layer need to be create as prefab and have layering on it so that when player walk pass an object, the object is either infront of behind the player base on the player Y position.
Machination to design and pre-predict the random spot rate of resources in the forest.
One of the forests randomly generates by itself. Before generate it, it has to be design the forest layout, then select the area and let it learn. After that only generate it with temperature, and Randomness
Using web sequence flow diagram to present for the programmer on how the flow of inventory.
The Sequence Flow Diagram shows, user, system and Database (nakama) User have to interact with and object then the system respond it, before respond back to user, the system have to check with Database (nakama) to see the item available items, then only the system will revert back to user
NPC Conversation Flow using miro with different outcome and conversation
The Excel ID Sheet serves as a reference document for developers to manage game items systematically. Assigning unique IDs to items prevents duplication and simplifies debugging processes. Using item names alone can lead to confusion, especially when tracking issues in player inventories or ensuring proper item functionality during gameplay.
TerraQuest is not just a game, it's an immersive journey into a world of ever-changing beauty, resourcefulness, and camaraderie. Are you ready to step into this enchanting pixel art realm and become the ultimate forest explorer? The adventure of a lifetime awaits in TerraQuest!