Tuesday, 16 April 2013

Assignment 12 Group  Task

Four pages
I was a part of a group assignment that was suppose design a game.
Group consisted of three people, each of us did 4-5 different pages.
My role in this project was to design the game interface, as well as talk about platform choice and games world.
The pages have also been converted into power point slides as our game is about the shown in a classroom presentation.

Main Gameplay Concepts and Platform Specific Features


Interface


Interface - HUD


Game World



UDK MAP - MAZE

Screenshot taken from my first UDK map, initially supposed to be a maze-like small area with a few hidden boosts. I've managed to achieve this, although the textures require proper resolution fix. The map also lacks path nodes which will help the bots find their own way across the map as well as shortcuts. Other than that, I feel satisfied, as this is my first attempt at Unreal Development Kit and I feel like gradually improved from when I've first gave it a go.



Character Concept and Environment Design.

Finished concept artwork of my character, Kaal'thrug as well the environment of which he comes from


Kaal'thrug


Environment - Mountain Day


Environment - Mountain Night




Chip and Dale


During this assignement I drew a 90's cartoon, Chip and Dale, and was asked to convert it into a game.
Presentation form was the concept doc, which informs of the games controls, mechanics, visuals and engine, plot and other important features required when designing a game.















Real time game conversion assignment
Guns of Icarus - Board Game

Guns of Icarus is an online multiplayer game where people take different roles such as the engineer, pilot or gunner to fight each other in team based steampunk themed world.
People gather up as a crew to fly on one of many airships with a diverse weaponry.

The board is made out of hexagons in order to allow players for a bigger freedom of movement.
Each ship is unique in its own way and carries different weaponry that is suited to it's size.
Ships have their own weapon and armor stats which allows to plan a tactic or even a strategy, as players need to be careful to not lose their most important airships during the fight.







Finished version of Commanders take 'n' Hold


Monday, 22 October 2012

Abilities and statistics for the units in the game


The archer - abilities and attributes

Overwiew
archer is a ranged shooter that protects ally commander.
A player needs to declare a shot, in exchange for movement phase.
E.g. if a player decides to make a shot, his archer cannot move anywhere until the end of turn. (unless a spell has been cast by commander that allows for an additional move) this is a special occasion.

Archer HP - 1

Archer base damage: malee/ranged - 1

Range - 1D6

SPECIAL ABILITY: if a player rolls 6
on a dice, archer gains critical hit and damage is upgraded by 1 point
(2 in total)

Other rules:
Whenever shooting through an obstacle: river, bridge or blue cover points add 1 penalty point for each one of these obstacles.

E.g. an archer is shooting 5 squares in a straight line, but an enemy unit hides behind a blue cover point, take 1 from 5 for one obstacle, leaving archer with 4 range and being able to reach opponent.

Archers can only shoot in horizontal or vertical or diagonal lines.



The swordmaster - abilities and attributes

Overwiew
swordmaster is malee fighter who’s job is to protect ally commander and captured points.

Swordmaster HP -2

Swordmaster base damage: malee 2 ranged N/A

SPECIAL ABILITY

Charge, if target is in range of 3 square fields, swordmaster can charge in horizontal, vertical or diagonal line and deal standard base damage. When charging swordamasters ignore any obstacles in their way, although they need a valid target, such as enemy unit.

Other rules:
Swordmasters can move in accordance with the Move rule explained in Rules section.




The commander/mage/HQ - abilities and attributes.

Overwiew
A commanders job is to secure one of the four points  on the map and hold them for as long as a player reaches 100 points. 

HQ HP - 3

Commanders cannot attack

SPECIAL ABILITIES

Ability to take over control points, takes 2 turns to do so. A commander has to stand on a control point for 2 turns in order to take it.

Commanders are powerful mages who can learn one of 4 schools of elemental magic: Fire, Water, Earth or Air.

A commander starts the game with 3 spells, each with different cooldowns.

Spell A: 2 turns cooldown (cant use in first two turns)

Spell B: 3 turns cooldown (cant use in first 3 turns)

Spell C: 4 turns cooldwon (cant use in first 4 turns)

After the cooldowns are gone, a player can decide to cast a spell. rules for casting spells describes in Mage classes section.