Nightfall

A fantasy Hack‘n‘Slay Battle Royale with focus on character building

#competitive

#skills

#bossfights

Overview

What's it about?

Imagine Diablo as a competitive Battle Royale where building the perfect character is critical for survival. Choose a class, improve your skills, and battle your friends.

📣

Game Flow

  1. Pick a character class
  2. Battle to survive & collect skill points
  3. Level up character & improve skills
  4. Fight your friends in four battles
  5. Survive the final boss fight

📖

My Responsibilities
  • Developing the game design rules & mechanics
  • Balancing the different classes & skills
  • Creating the UX and eventually UI designs
  • Building the game with C# and Unity
  • User testing the prototypes

The Game

Nightfall Cover Art
First Prototype

The initial idea came up in 2017 to build a competitive couch game for friends, so I created a first prototype to test. I was happy that friends liked it, so I reworked the whole concept.

First I drew an initial level that I then built in Unity. I created a character controller and developed the basics for playtesting.

Skills & Classes

I then brainstormed character classes and skills.

Creating designs for skill trees was the next part in my process. Some of the skills were implemented in a prototype that I playtested. The main focus was testing the skills, the flow, and the overall mechanics.

Nightfall Skill Tree Designs
The Game Flow

I worked months on finding the right sequence of events. The final decision was to let players start the match with exploring the level and battling. After that phase, players get skill points based on their rank. The last part before the next match is the skill development, where players spend their skill points and improve their character.

After the game design basics were set, I worked on the overall experience and flow in the UI itself. A few designs later, I implemented the final version in Unity.

Decisions & Challenges

Biggest Design Decision

The most difficult decision was about the final boss fight. Will there be an AI that needs to be defeated, or is the best player (defined by the previous rounds) the last boss?

I eventually decided to go with the best player, making the last fight even more intense. It also worked out better for the MVP to not develop a specific AI.

The Toughest Challenge was…

… to find the best sequence of events to create the perfect game flow.

Fighting and skilling at the same time? Skilling before battling? Skill after each battle?