Asterin
De Schaduw van Asterin: a 2D top-down RPG built in Godot.
A story-driven adventure following three characters, Bram, Nira and Fenn, through a hub world with a dark, almost space-like atmosphere and castle-themed levels. It is a full game loop: exploration across zones, a sword combat system with real hit detection and damage, an inventory and item economy, a health system, and sprinting with stamina, all tied to a HUD.
There are four enemy types, zombies, goblins, skeletons and ghosts, each with their own behaviour: patrolling, detecting the player, tracking and retreating. The boss has three attacks, a tracking attack, a tornado that spawns hazard zones and a shockwave slam, and it changes how it fights at 30% health.
It was made for school as an exam project, run under Scrum with two-week sprints, Jira tickets, defined roles and design work in Figma. The team started with six people and ended with two. I put in roughly 450 hours on coding and documentation to get it finished and playable. With the scope cut in half the systems are all there, but not as deep as I wanted. This is a finished chapter, and the next step is a proper 3D game.
- Sword combat with hit detection and damage values
- Four enemy types with their own behaviour
- A boss fight with three attacks and a second phase at 30% health
- Inventory, health and a sprint and stamina system with a live HUD
Group exam project. It started with six people and finished with two.