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Writer's pictureMarissa Martel

A Magick Story

A Magick Story is a mobile game that I've been developing by myself for about a year now, on and off. I usually go back to the project whenever I am between my freelancing jobs. I chose this platform so that I could develop a free game for anyone to download onto their phone, and plan to create a revenue from microtransactions and optional ads. This game is entirely designed, programmed, and artwork done by me. The game engine it is being created on is Unity 3D, to help give it that 2.5D art style.


About the Game:

A Magick Story is taking influence from games like Animal Crossing: Pocket Camp, Stardew Valley, and Octopath Traveler. I really wanted to make a "cozy" type RPG, that involved farming, material collection, multiplayer, cave exploration, and a turn-based battle system that can be fought individually, with a familiar, or with a friend(s).


The game is set to be in a fantasy world influenced by real-world beliefs of Magick and Paganism. I understand that the game won't be for everyone, and I have no intention of forcing any religion on to players throughout the game. There will be some fantastical elements added in for the battle system that involves using wands with magic spells to damage, heal, buff, etc. As well as some mystical creatures that do not exist in real life. So although it will contain elements that are pulled from old religious practices, I am going to design it in a way that does not feel like a player is playing a game forcing them to betray or leave their real-world religion behind. I hope that it creates a welcoming experience for everyone, and if you believe in these aspects in your life then you will "get it". If not, it will simply feel like a normal fantastical video game experience.


Creating the game:

Originally, this game was just a Unity project where I was testing out how a 2.5D world could be created. I started drawing up a base model of the player and then mainly focused on my sprite assets to fill the environment. The game is designed to have the in-game clock line up with a real-world clock, just like Animal Crossing does. So, to begin, I created a few seasonal sprites of the environment and placed them into Unity.

2.5D test scene

A couple of months ago I came back to this project and I began adding more and more functionality to the project like an inventory and dialogue system. This eventually led me to think I should put my work to use and create a goal for myself to produce an actual game out of my efforts. That's when I became familiar with BrainCloud to store data and scripts of the game, to help it lead into a multiplayer game on mobile.


Here is a 5 minute gameplay video of some mechanics within the game. Keep in mind it is still in very early development, and I recognize a couple of things are not working properly.

  • There are no sounds or animations added just yet (other than player walking).

  • All the artwork including UI will be redone when programming progresses to a more completed state.

  • The fishing mechanic aligns with how Animal Crossing works. The console right now is prompting me when the fishing line is getting a nibble, and when there is a bite to reel it in for a catch.


Obviously the purpose of sharing this raw video is to display some of what I am capable of in regards to using Unity and programming.


This post will be updated when I've progressed even further in development :)

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