Ziwa v2 Logo

Overview

Ziwa V2 is a reimagined 2D platformer/Metroidvania based on my Project Ziwa Lights of Sylvaen, focusing on refining gameplay based on player feedback from the original version. The game emphasizes fast-paced melee combat with knockback mechanics, enhanced platforming abilities like double jumping, dashing, wall sliding, and wall jumping. Players progress through arena-style rooms with dynamically spawning enemies that scale in difficulty, all while navigating challenging levels filled with disappearing platforms and unique environmental mechanics.

The core focus of Ziwa V2 was the experience of reimagining and refining an existing concept, taking the foundation of the original game and improving key gameplay aspects to deliver a smoother, more engaging player experience. The project aimed to enhance controls, combat flow, and level design, while incorporating a robust save system, improved input handling with Unity’s new input system, and an original soundtrack, resulting in a more immersive and polished gaming experience.

Features

  • Enhanced Melee Combat: Replaced ranged attacks with a knockback-based melee system for more engaging combat.
  • Dynamic Enemy Spawning: Arena-style rooms with an enemy spawner that increases difficulty based on the number of enemies defeated, accompanied by a soundtrack that intensifies.
  • Improved Character Controller: Refined movement with new abilities, including double jump, dash, wall slide, and wall jump, offering smoother and more responsive controls.
  • Platforming Mechanics: Includes disappearing platforms, moving platforms, and unique mechanics like mushroom umbrellas that boost the player and reset double jump.
  • Reworked Level Design: Focused on a better gameplay loop with multiple interconnected rooms featuring varying platforming challenges and environmental hazards.
  • New Input System: Integrated Unity’s new input system for easier adaptability to different platforms.
  • Upgraded Save System: Developed a more robust and reliable save system for better gameplay persistence.
  • Original Soundtrack: Custom-composed title song and in-game music tracks created in Ableton, with sound effects enhanced for an immersive experience.

What I did

  • Led and coordinated the project, managing the overall development process and ensuring smooth collaboration with the team. Guided design decisions and coordinated efforts to integrate all aspects of the game, from scripting to asset implementation.
  • Designed and implemented all core gameplay systems, including an improved Character Controller featuring double jump, dash, wall slide, and wall jump mechanics for enhanced movement and platforming precision.
  • Reworked the combat system to focus on Melee Combat with Knockback, replacing ranged attacks, and ensuring fluid and responsive combat interactions.
  • Developed an Arena-based Enemy Spawning System, where enemies progressively become harder as the player defeats waves, dynamically adjusting difficulty and syncing with a custom intensifying soundtrack.
  • Built a Dynamic Level Design with interconnected rooms, disappearing and moving platforms, and unique mechanics like mushroom umbrellas that boost the player and reset the double jump, offering varied platforming challenges.
  • Implemented Unity’s New Input System to improve control responsiveness and ensure future platform adaptability.
  • Designed a robust Save Game System to ensure reliable save and load functionality, improving upon the previous version’s limitations.
  • Composed and integrated an Original Soundtrack for both the title screen and in-game, creating immersive audio experiences with custom sound effects tailored to the game’s atmosphere.
  • Led the Sound Design process, creating and adapting sound effects for character actions, enemy interactions, environmental elements, and combat. Integrated all sounds into the gameplay, ensuring smooth transitions and dynamic audio feedback during combat and platforming.
  • Managed Visual Asset Integration, processing and implementing assets provided by the team, adjusting animations and adding Post-Processing Effects to enhance the game’s visual style.
  • Utilized Playmaker FSMs to create the behavior for specific enemies, ensuring smooth and complex enemy interactions.
  • Performed extensive tweaking of the Gameplay Loop, refining the flow of the arena battles, platforming mechanics, and audio-visual feedback to improve the overall player experience.

Project Details

  • Genre: 2D Platformer, Metroidvania
  • Platform: PC
  • Project Duration: 5 Months
  • Team Size: 6 Persons
  • Engine & Tools: Unity, Rider, Playmaker, Odin Inspector, Photoshop, Ableton, Asana