Oracle: Threads of Fate
Project Details
Studio: Oracle Gaming Orlando
Team Size: 12
Engine: Unity
Languages: C#
Hardware: PC
Roles: Level Design, Systems Design, Writing
Oracle is a Tactical RPG that takes place during the Roman Conquest of Greece. The game features the unique ability to see the results of upcoming enemy actions. Using this, the player must succeed against atypically strong opposition.
My Duties:
Design all units, equipment, and abilities such that every unit has a unique progression, 3 possible “build paths,” and at least 2 viable weapon options at every level.
Conceive of and balance a unique ability tree mimicking prescience without disrupting the flow of tactical play or trivializing the game difficulty.
Write, build, and all levels including a compelling story, ramping difficulty, and multiple map progression options.
Systems Design:
While the core stats, as concepts, are taken from older games, I designed the stat advancement patterns for every character class and wrote the functions that determine damage, healing, ect... I balanced those by calculating a simple "class value," based on the total damage and support output-able by that class at that level (assuming average stats) and comparing it to the other classes.
I then designed and created every game ability and balanced those abilities around an MP (Magic Point) cost. This required calculating an approximate value of every status effect and every buff/debuff. I decided to determine this value based on relative damage dealt (where health and status were evaluated as "damage avoided."). Additional modifiers were added for qualifiers like "defensive only," and orthogonal values like additional movement range.
Because damage output scales with level, I balanced all abilities on a scale of 1 = 1% of an average health bar, instead of 1 = 1 damage. While this is a big break from more traditional RPGs, it was extremely effective for making abilities valuable throughout the game. I used the expected MP cost to determine power level of the ability and, in conjunction with the progression of enemy encounters and party members acquired, determined appropriate unlock levels for all of the abilities.
Using the value calculations for the core numbers of the ability tool, as well as some adjustments for equipable slots and types, I made a tool to balance equipment around an in-game currency. Like MP for abilities, the currency (value) calculation allowed me to determine relative power level of the items and place them in appropriate shops (and treasure spots) around the world map.
Writing:
With the assistance of 4 other team members, I led the conception of the game's core narrative. We then created a small writers room and together broke the story down into chapters, plot points, and story beats. Initially we had planned to have different team members write different sections of story, but 2 members found they lacked writing time, and the last had no dialogue writing experience and struggled because English was a secondary language. Without another option, I had to become the sole writer.
Eventually I wrote 27 pages of dialogue broken up across the various levels and story points on the map. I got significant internal feedback which was used for revisions, but the work was entirely self-edited.
Sample Text (Pythia’s Dream):
I was on a battlefield surrounded by a legion of wolves marching in formation.
They poured forth from the ocean in a black tide swallowing the land. Above them, a great behemoth towered, belching fire and blood.
But I had allies beside me. I saw you Agenor, and the guardian, Niobe.
There were others, too. People I’ve never seen but knew in my heart.
You were pillars of light burning against the darkness, but you were fading… all of you.
Then the demon reached across the battlefield and picked me up in a mighty claw.
He held me aloft and spoke these burning words, “You are mine Oracle, you and all your line. I shall take your immortal thread and chain the world with it.”