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Museum Thief - Info
ROLE
Independent
DESCRIPTION
2D top-down puzzle pixel art game in which you infiltrate in a museum to rob the most precious masterpiece on it.
By stealing masterpieces you acquire money to buy items to help you in your exploration.
1/7
Systems Implemented
Save/Load System
A save/load system is implemented for players to have it's progress saved locally.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Scene Changes Persistance
Scene changes are also saved as progress, so for example, if we steal any masterpiece successfully, it wont appear again in the scene as it will be saved as a stolen piece.
Shop
A simple shop was implemented to give the player the option to buy upgrades and needed items to continue in their exploration.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Simple Inventory
A simple inventory was implemented to give the player access to its owned items, see what masterpieces are currently being carried and the list of stolen masterpieces as well.
Interactables
There are many interactables in the museum, such as:
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Cutscenes
Cutscenes are used for storytelling and can set the mood for different moments in our game.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
Save/Load System
A save/load system is implemented for players to have it's progress saved locally.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Scene Changes Persistance
Scene changes are also saved as progress, so for example, if we steal any masterpiece successfully, it wont appear again in the scene as it will be saved as a stolen piece.
Shop
A simple shop was implemented to give the player the option to buy upgrades and needed items to continue in their exploration.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Simple Inventory
A simple inventory was implemented to give the player access to its owned items, see what masterpieces are currently being carried and the list of stolen masterpieces as well.
Interactables
There are many interactables in the museum, such as:
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Cutscenes
Cutscenes are used for storytelling and can set the mood for different moments in our game.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
Save/Load System
A save/load system is implemented for players to have it's progress saved locally.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Scene Changes Persistance
Scene changes are also saved as progress, so for example, if we steal any masterpiece successfully, it wont appear again in the scene as it will be saved as a stolen piece.
Shop
A simple shop was implemented to give the player the option to buy upgrades and needed items to continue in their exploration.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Simple Inventory
A simple inventory was implemented to give the player access to its owned items, see what masterpieces are currently being carried and the list of stolen masterpieces as well.
Interactables
There are many interactables in the museum, such as:
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Cutscenes
Cutscenes are used for storytelling and can set the mood for different moments in our game.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
Save/Load System
A save/load system is implemented for players to have it's progress saved locally.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Scene Changes Persistance
Scene changes are also saved as progress, so for example, if we steal any masterpiece successfully, it wont appear again in the scene as it will be saved as a stolen piece.
Shop
A simple shop was implemented to give the player the option to buy upgrades and needed items to continue in their exploration.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Simple Inventory
A simple inventory was implemented to give the player access to its owned items, see what masterpieces are currently being carried and the list of stolen masterpieces as well.
Interactables
There are many interactables in the museum, such as:
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Cutscenes
Cutscenes are used for storytelling and can set the mood for different moments in our game.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
Save/Load System
A save/load system is implemented for players to have it's progress saved locally.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Progress is saved encrypted, to give a layer of security and make cheating harder for players.
Scene Changes Persistance
Scene changes are also saved as progress, so for example, if we steal any masterpiece successfully, it wont appear again in the scene as it will be saved as a stolen piece.
Shop
A simple shop was implemented to give the player the option to buy upgrades and needed items to continue in their exploration.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Each item has its own description and value.
Also, the shop will be displaying your current owned money and will tell you if you don't have enough funds when trying to buy an item.
Simple Inventory
A simple inventory was implemented to give the player access to its owned items, see what masterpieces are currently being carried and the list of stolen masterpieces as well.
Interactables
There are many interactables in the museum, such as:
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Heavy Obejcts (which need protein to be able to lift)
Cell Bars (for which a saw is needed to cut)
Windows which let you escape easily when having enough rope.
Cutscenes
Cutscenes are used for storytelling and can set the mood for different moments in our game.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
It's used for explaining the plot, context and adding narrative throughout the gameplay experience.
Level Design
Map Overview Cutscene
Ground Floor - Security Area
First Floor - Paintings and Sculptures
Second Floor - Fossils and Masterpieces
Third Floor - Duck Gem
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