My Role:
I worked as a programmer, game designer, level designer, and game story writer. As the programmer I created all tutorial scripts and user interface scripts, implementing player movement, shooting, and rock throwing actions. I also worked on the game’s overall design and mechanics. For example, I designed many features aimed towards presenting game balance and challenges, such as implementing multiple ways for the enemy to detect the player and presenting the player limiting bottlenecks and tradeoffs between stealth, attacking capabilities, and threat of detection. I also played a big role in designing different levels, which range from the tutorial to the highest level, as well as collaborating to write the overall backstory for this game. The most impactful feature of Paros Island, I believe, is the multiple detection system designed for enemies against the hero. This system allows enemies to sense the hero using sight, sound, and smell, adding another layer of dynamism to the game because every action the hero takes affects one of these senses. For instance, using a gun allows the hero to eliminate an enemy. However, this action not only uses up limited ammunition, but also produces sound waves that alerts nearby enemies who will hone in on the hero’s location. Alternatively, throwing a rock also causes a sound, but this may serve to draw an enemy’s attention to another spot, creating a distraction that may allow the hero to take advantage of the opening. Thus, the multiple detection system adds a more realistic feel to this stealth game and creates a more intricate environment that really appealed to players who tried out Paros Island.
Game Description:
This game is set on Paros Island, where the hero is sent on a mission to retrieve a monster egg. To accomplish this, the hero must navigate through multiple levels of the island to reach the egg and bring it back to the boat. The island is inhabited by monsters known as the Unke, who will try and stop the hero. The levels for this game are separated into three sections called the Beach, the Forest, and the Cave, with each level being more challenging than the previous. The Beach is the first section of the game and is where the hero starts off. This serves as a tutorial aimed to familiarize the player with the world and various player/game mechanics. The second section of the game, the Forest, contains the majority of the levels. The last section is the Cave which contains two levels, the last of which houses the egg that the player has to find.
Paros Island is designed for players to balance stealth and brute force, utilizing a mixture of both to advance through the levels. Thus, the game mechanics and player interactions are designed accordingly. The hero is able to move freely in any direction to explore each of the levels. The player is able to hide behind various natural objects in the game, such as trees or rocks, to escape a monsterʼs sight. Enemy monsters are able to detect the hero by sight, sound, and scent, after which they proceed to attack. Each monster has a set patrol path that it moves on with a limited range of vision. Detection of the hero through any of the previously mentioned means will cause the monster to deviate from its patrol path towards the hero. After a certain period of time or distance, the monster will return to its original patrol path if it can no longer find the hero. The hero has the ability to shoot a gun or throw a rock. Each action that the hero does creates a sound wave of varying volume. Taking a step creates a very small sound wave, throwing a rock creates a larger sound wave, and shooting a gun creates an even larger sound wave. Shooting a monster will eliminate it from the game, but the sound created will draw other monsters towards the heroʼs location. Ammunition is also very limited, so the player has to choose between fight or stealth. Throwing a rock creates a sound wave at the location where it lands and can be used to distract a nearby monster. The hero also has scent particles that constantly surround him/her. It is impossible to mask this scent and thus it is crucial that the hero take care to keep out of a monsterʼs scent range.
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