Battleland
Team members: Kevin Ree, Janar Ojalaid, Oliver Ossip
Two people playing against each other on grid-like semi-randomly generated battleground with different characters and abilities in order to build unstoppable army and get lots of gold.
Game is turn-based and each turn the player can choose one character to move and attack with. Mouse is used to move, aim, attack and voice to apply voice controlled spells. Attacking is in 3D where you have to aim opponent characters meaning skill is needed in addition to strategic thinking.
Milestone 1
Project plan
Pert chart
Color palette
UI scheme
Win and Lose conditions
Win: Destroy all enemy forces.
Lose: Lose all your forces.
Gameplay
First build
Advised to use a microphone!
Spell texts:
- Fire fireball.
- Fire water ball.
- Fire lightning ball.
- Fire rocks.
Milestone 2
Gameplay elements
- Dynamically generated battlefield with destroyable obstacles (rocks, trees)
- Environment effects (snow, rain, wind, day-night cycle)
- Three character classes (Archer, Mage, Warrior)
- Different spells and attacks for classes
- Shop system where you can buy and upgrade characters
Scalable content
- Character class upgrades (upgrading increases life + movement radius)
- Different attacks (spells) with different strengths for classes
Gameplay
Sounds implemented
- Rain
- Snow
- Wind (3 different sounds for different strengths of wind)
- Archer attack sounds (3 different)
- Mage attack sounds for 2 spells (Lightning & Water Ball)
Animations
- Book pages
- Attacks (spells & arrows)
- Character classes
- Demos in shop
Second build
If using voice commands, then it is advised to use a microphone!
Team to review: Daydream
Milestone 3
Gameplay elements
- Dynamically generated battlefield with destroyable obstacles (rocks, trees)
- Destroyed obstacles will remove character life if hit
- Environment effects (snow, rain, wind, day-night cycle)
- Environment effects add or remove attack power from attacks
- Three character classes (Archer, Mage, Warrior)
- Different attack systems
- Mage aims with mouse and uses voice-commands for shooting the spell (can disable voice command and shoot with mouse instead).
- Archer can switch arrows that have different effects (for example multi-shot that shoots multiple arrows at time). Arrows move in a pattern and you have to click at the correct time to shoot accurately.
- Warrior can switch swords that have different effects. Can attack with a mouse click with possibility to hit multiple opponents at a time if aimed correctly.
- Different attack systems
- Each class has their own set of spells/attacks
- Mage has 5 different spells with different effects
- Archer has 5 different arrows to use for attacks
- Warrior has 4 different sword types available for attacks
- Different movement patterns for classes that are upgradable
- Shop system where you can buy and upgrade characters and buy spells and attacks
- All characters and spells/attacks are also animated in shop view
Scalable content
- 3 types of characters that can be bought (limited by gold)
- Character class upgrades (upgrading increases life + movement radius)
- Each class has different movement patterns (can be upgraded 5 times) - for example archer can only move diagonally while warrior can move in all directions.
- Different attacks (spells) with different strengths for classes
- Mage has 5 different spells
- Archer has 5 different arrows
- Warrior has 4 different swords
- Different levels of wind that affect gameplay
Sounds implemented
All sounds should be implemented
- Environment
- Rain
- Snow
- Wind (3 different sounds for different strengths of wind)
- Character movement sound
- Attack sounds for all classes
- Impact sounds
- Sounds when a character class is hit
- Sounds when an obstacle (tree/rock) is hit
- Sounds when an obstacle is destroyed
- Sounds in shop
- Characters classes
- Spells
- Button clicks
- Book page flipping
- Victory
Animations
- Book pages
- Attacks (spells & arrows & swords)
- Character classes
- Demos in the shop
- Buttons
Guide
- Guide can be accessed in game before starting the game by clicking on the "Guide" button. The player can read a simple instruction about the gameplay.
Daydream review (Based on Milestone2)
- Open doors could be somehow indicated (hard to find the door that I can open)
- Menu hides game elements (like at the beginning there are 2 keys behind the menu), especially when going into the dungeon.
- The information about the dungeon could be shown full screen and after the text, the dungeon should start (give the option to indicate that you had read the information).
- It would be helpful to inform the player why they died (Why did I die? What happened?)
- Sometimes character disappears and sometimes there are 2 soldiers - unclear why and what is causing that.
- Maybe some story points why you are here or what you need to do, not go there and do that.
Third build
If using voice commands, then it is advised to use a microphone!