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Fear the Irrational

You are dropped into a world where you are a monster hunter. Move through an open environment filled with ghoulish faces and creatures abound.  You must traverse through tower-like levels fighting monstrous henchmen and collecting weapons. These special weapons can aid in quickly lowering the bosses’ defenses. These enemies range from irrational fears to Hollywood monsters. 

 

Fear the Irrational (FtI) is a top down fighter game targeted for the E10+, single player, monster fan demographic. This game has cartoony violence, scares and light horror themes. This game will have references to people’s monsters, myths and legends.

With influences spawning from games such as the mobile game Archero, Legend of Zelda, and other arcade fighter games . For Spring 2024 the plan is to design all the art visuals and UI. There are plans for the game to be playable on pc. 

The player’s main goal is to move through the levels, defeat enemies and beat the game’s final boss.

Objectives needed to reach this goal are to: 

  • Acquire new weapons to get stronger.

  • Master the dash mechanic

  • Acquire special weapons to defeat the final boss

Features worked on

Programmer sprites and 
example videos

  • Melee enemy -An enemy that rushes at the player. Some have a patrol path. Others free roam around the level.

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  • Range enemy -An enemy that shoots cookie projectiles from far away.

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  • Bomb enemy -An enemy that throws and drops bombs.

  • Shield enemy - An enemy with a shield that block attacks

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  • Spawner- Certain rooms are built to spawn enemies in groups of 3.

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  • Initial player movement

  • Dash mechanic- the player can dash in any direction for a few seconds.

  • Pits - If the player collides with the pit they respawn.

  • Moving Platform- The player can jump onto platforms that take them to places around the stage.

  • Checkpoint system- Hitting a checkpoint stone saves the player’s progress in the level

  • Invincibility frames-  Once the player is hit they cannot be hit again for a few seconds and use that time to move away.

  • Pause- the player can pause the game

Semester 2023

For the 2023 Spring Semester we focused on programming the game. Basic program art was also used during the process. I was responsible for creating the enemies, initial player movements, dash mechanic, temporary invincibility frames, a check point system and basic menus.

 

Our game at its very start was an empty room and a ghost sprite as the character. You had to move to the end screen game wall to exit the game. Now the game has many enemies, stage hazards, multiple weapons and a moving and attacking player.  Presently, there are two levels in the game.

2nd build of game 

Build showcasing enemies, player attack, pit and weapons on the floor 

Semester 2024

This Semester was focused on visuals, animations and level layout. My work mostly focused on the enemies and

their attack, walk and idle animations. I also made the main character animations. I also created and made the tile sets for the

tutorial level and Level 2. I also work on the sounds for the game  

Enemies

Broom.gif

Broom

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Milkman

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Cat

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Butler

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Cow

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Dragon

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Chicken

Environments

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Road to Level 1

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Level Two: Castle 

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Tutorial Level Checkpoint stone

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