Fate: The Golden Tapestry – Platformer Shooter
Fate: The Golden Tapestry is a first-person rogue-like platformer set in the underworld of ancient Greece. You play as a hero on a quest to slay the three fates and free the world from the tyranny of fate. You have stolen the lightning bolt of Zeus and use it to traverse the lands of the dead. The lightning bolt allows you to fling yourself across a procedurally generated level and fight the guardians of fate that reside there.
Credits: Robert Reckowsy, Jack Holt, Bryce Hui
Project Status
Completed Q2 2021
Roles
Director
Gameplay Designer
Level Designer
Gameplay Programmer
Gameplay Actions
The gameplay of Fate: The Golden Tapestry focuses on fast-paced movement across floating platforms while dodging the fiery projectiles of guardians. Some platforms give special buffs or debuffs that help or hinder the player as they try to reach the end of the level alive.
Lightning Bolt
Primary Offensive Action

Launching
Secondary Offensive & Primary Traversal Action

Double Jump
Secondary Traversal Action

Combat Breakdown
The lightning bolt can either be used as a melee weapons by lunging at enemies or it can fire off bolts of electricity. Enemies attack by throwing balls of fire at the player.
The balls of fire move quickly and have a slight tracking effect, requiring the player to remain in motion to avoid taking damage. Platforms are small, allowing for limited maneuverability on the ground.
This incentives players to stay in the air as much as possible, bounding between platforms. The bolts of energy the player fires can also target and destroy incoming enemy projectiles.


Inspiration
While playing the pirate game Sea of Thieves by Rare, I discovered that performing a sword thrust from atop a mast launched the player character through the air for a great distance. I decided to build a gameplay system with a high-flying launch for both attack and movement.
High Flying Shooting
As I prototyped the launching system, I added a shooting mechanic to the lightning bolt, allowing players to engage enemies at a distance. The lightning bolt could be shot while the player was hurtling through the air and arcing past enemies.


Buffs and Debuffs
I also designed the buff and de-buff platforms. These were special colored platforms that would either give the player a buff or a debuff. These platforms offered the player a choice of which platforms to land on and which to avoid.



