PROGRAMMER

Bobbi Bones is an Isometric Action game that takes elements of the metroidvania genre to tell the story of Bobbi: a con-artist turned skeleton who has made it their mission to become the world's best villain by defeating all other villains.

GAME

MID - LATE 2023

BOBBI BONES

THE GAME

“A suave con artist is imprisoned and reduced to a skull. They assemble a new self to disassemble the prison’s hierarchy and their own preconceived identity.”

Bobbi Bones is an Isometric Action game that takes elements of the Metroidvania genre to tell the story of Bobbi: a con artist turned skeleton who has made it their mission to become the world's best villain by defeating all other villains.

However, due to them defeating villains, they start to be labelled a hero. This, mixed with their new ability to take limbs from the enemies they defeat and use them as their own, causes Bobbi to have an identity crisis about who they are and what it means to be good or bad.

MY ROLE

Working on Bobbi Bones for the second half of 2023 as my final major project at Massey University has been the most fulfilling thing I have ever worked on. Within our large team, I took on the role of technical programmer as well as the guy in charge of our version control.

Bobbi Bones's main gameplay mechanic is the ability to collect “limbs” off enemies and attach them to yourself to gain the strength and abilities of that limb, with different positions on your body granting you different abilities per limb. I was responsible for bringing this mechanic to life and it took the most work out of all the features I worked on throughout the game’s development.

The game is intended to be a vertical slice, and so the game is limited to one core level that demonstrates the main gameplay ideas and mechanics that we wished to show off, with the level concepts being that one main boss would overlook a level, and then throughout that level, you come face to face with them. Before finally taking them on in a climatic boss fight to end the level.

The main things I ended up working on for the game were the “limbventory”, the player’s movement, camera, controls, implementation of their UI, the main menu, the system for our camera cutscenes, and various other small implementations, fixes, and improvements.

Again, I am super proud of this project, and all of the people who worked on it, the learning and experience it provided have been invaluable and I don’t think I will be forgetting it anytime soon.

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