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Year 3 Student Capstone Project - Splatterfield

Splatterfield was developed as a solo capstone project as my final submission for my Bachelor in Game Design. This capstone project was a 3 month long paper to answer my research question. As programming was never my strong suit, Splatterfield did not end up answering “How can colour be used as a core mechanic in a rogue-lite to reveal hidden narrative and gameplay elements in a procedurally generated level?”, It did leave me with foundations to build upon. I was successfully able to integrate a paint splatter system in a procedurally generated rogue lite, albeit in a relatively barebones manner. I believe that If I had started on the 2D iteration from the very beginning I would have been able to properly incorporate all the features in which I had hoped but had to omit due to time constraints. Given the circumstances of the project, I am pleased with what I was able to achieve in the limited time I had, and with the gaps in my programming knowledge.
“In research through game design our aim is to produce knowledge which comes through the
iterative critical and reflective practice and is likely represented through new methods, principles, and
paradigms.” (p. 103)
Undertaking such a large project by myself has pushed me out of my comfort zone, in turn developing new skills and knowledge. If I were to continue with developing Splatterfield, I would love to introduce features I had originally set out to incorporate. Items, treasure rooms, a functioning store, and boss encounters are all features that had to be cut due to time constraints but will most likely come into fruition in the future.

Tile Sheet.

Tile Sheet.

Splatterfield Title Screen

Splatterfield Title Screen

Splatterfield In Game

Splatterfield In Game

Splatterfield colour picker. In Game.

Splatterfield colour picker. In Game.