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Tempered Hue is a Farming Sim/Adventure game about mining and blacksmithing, with heavy emphasis on verticality and exploration, by Zugalu Entertainment.
I was Lead Game Designer and UX/UI Designer on this project, and was responsible for the core game mechanics, all interfaces, icons, documentation and leading the design team.
With our take on the Slice-of-life/Farming Sim genre, Tempered Hue was going to focus more on action and adventure, sending players to explore a dangerous and dark set of caverns as they gradually navigate up a massive escarpment to eventually free their village from the shackles of illness.
The Project Lead wanted to remain firmly rooted in the genre - citing Coral Island as a core influence - but to differentiate from other games to provide something fresh. I designed something different - a GrimDark adventure-centric game with free movement and exploration.
Verticality was absolutely critical in this project - as miners spelunking the depths of caverns in 3D, players would have the ability to climb walls and grapple, as well as mine the walls for resources and deform the environments in real-time. This created unique challenges - we needed to seed procedural elements and place them to create truly random locations, but would still require static sections we could author to make use of all player features and abilities. In the end, we settled on a 'cut out' made from established 3D models of modular pieces, and then stamping required static elements on top.
A cavern proc-gen component, and a version with points of interest and player intended pathway.
An isometric mockup for one of the cavern components.
A town map blockout in-progress.
I didn't want it bright and cheery UI, contrasting harshly from the underground caverns the players would spend so much time exploring - but still wanted to keep a minimal look and feel to avoid overt distractions. I used a sparse palette, and focused on high readability.
There would be few deviations from the norm in terms of UI structure, however - all of the usual expected feedback elements would be required, as would the familiar menu structures so common across the genre.
The player's inventory screen and core menu.
The game HUD while a player explores town.
The Quest menu.
From the start, the intent was to have exploration and combat be handled in a manner similar to a Zelda game - and that's where we'd stand out in the genre. Players could explore freely in the caverns, and would need to climb to reach nodes of rare ores or even use a grappling hook to rappel and reach areas otherwise inaccessible - and engage enemies in heated melee complete with dodges and blocks expected of an action game.
The initial prototype was quite promising, and most importantly - it was fun.
A player climbing and using the grappler, while stamina is used.
We had some narrow constraints on Tempered Hue - timeline and budget were key, and we had to include at least 5 minigames in the finished project to meet our pitch promises to obtain funding.
We settled on creating an engaging minigame for the Anvil and Forge, and a basic one for the Quenching Barrel. This would turn smithing into an "art" that a player would master over time, and I could create a mechanic to provide gradual improvements to each station via unlocks provided from the exploration loop.
Players hammer out their ore in real-time, keeping a rythm and hitting a button when a shrinking circle crosses a target. Failures reduce quality.