Tempus is a 2D hack and slash platformer that takes place within an interactive comic book world. The game was a group project for junior year’s Production II class, and was developed within XNA. Players take the role of a Belle, young girl who wakes up trapped within the body of Raven, a time traveling bounty hunter. Gameplay spans four differently themed levels, five bosses, and four weapons with their own unique attacks and combos.
Check out The Weapons of Tempus, The Story of Tempus, and The Sounds of Tempus.
Tempus can be downloaded here.
A full playthrough of the game can be seen below.
Project Details:
Team Size: 5 Duration: 4 months (January 2012 – April 2012) Engine: XNA 4.0
Team Members:
Andrew Auclair – Programming
Erin Trzcinski – Programming
Deanna Vaida – Art
Martin Cuadra – Art
My Roles:
Lead Systems and Gameplay Designer – Designed the four weapon types (sword, gauntlets, whip, and railgun) attributes and combo attacks, as well as player stats, enemy types and stats, and defined the target experience. Check out The Weapons of Tempus
Lead Narrative Designer – Designed overall narrative, characters, story structure, general comic structure. Check out The Story of Tempus
Lead Audio Designer – Defined audio intentions and goals, remixed and edited the majority of the sound effects and background loops. Check out The Sounds of Tempus
