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GD All-Stars: Second Meeting Recap

27/11/2013

3 Comments

 
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After some deliberation, we have ironed out the core gameplay for the our big team Unity2D class project. GD All-Stars is a multiplayer combat game where characters charge up power meters with each hit and are eliminated by falling off the map or being victim to another character's finisher. Each character has a generic melee attack that can be aimed in four directions. Each of them also has a special ability that is a unique attack or defensive move. The finisher can only be activated within ten seconds after the character fully charges their power meter. When activated, there is a short delay so others can escape because the character with their finisher activated can one-hit-kill any other character! If two characters have their finisher activated they will both kill each other.

These drawings are some of the early ideas we had for finishers including the shoryuken (in the style of Worms), an area of effect blast, and a smaller range unidirectional attack. In the end, we settled on the current decision (inspired by the hammer in Smash Bros) because it allows the character using their finisher to have a larger window to eliminate multiple other characters.

The character for each person in the class is being designed by another random person in the class. The themed choices for the character avatar, generic melee attack, special ability, and double jump will be described in a high level manner and then translated into beautiful pixel art by Ben, Darian, and Tomas and converted to a balanced adaptation of those abilities by the programmers, Alvin and Marcus, and the functional systems designer, Pietro. Jesse B will consider the art, the abilities, and the gameplay to create an initial balance for the character, which I will help incorporate into the already existing library of characters and maintain when other characters are added. Peter will create environmental art with help from Natalie and work with the level designers Alex and Zac to make some awesome battle arenas.

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I am designing the theme and abilities for Pietro, the boardgame guru in GD31, so I decided to give him a special ability that alters the flow of the game and gives the player who chooses him as much choice as possible. His special ability will do short range damage and spawn a large rulebook that can be used as a platform or to block attacks. I am excited to see how this gets implemented into the game, and then tuned it to make Pietro the most overpowered character (jk).

Two previously undiscussed features were added today and they are important consequences of our design choices. The first is the knockback that occurs when one character hits another character. Knockback is required in a game like this, not only for visual stimulus/feedback, but also because of the way the power bars are charged. If two players were to walk up to each other and repeated spam their basic attack without moving the other person, then they would both reached special at nearly the same time; turning this game into a Mario Party button mashing mini-game where the fastest clicks per minute wins. (Not to bash Mario Party, one of my all-time favourites) The knockback separates the two player by moving the player who received the hit while the hitter gains power and stays stationary. The absence of knockback in certain situations also communicates that a move is uneffective or has been blocked. Collectables are another way to gain power for (a) characters who are are fighting against a character who has an advantage over them and (b) players who are not confident to rush into battle or know their enemy is holding the finisher until they get closer to each other.

I am excited to begin working on this project, the next stops are character creation and the first prototype. Go artists! Go programmers! Go team!
3 Comments
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7/8/2016 09:36:05 pm

Designing job is very famous specially nowadays because now latest technology help us to do it well and fast. So join try to learn designing if you want to be professional and your future and try to know which software are useful for it.

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23/2/2017 02:30:52 am

I'd like to attend a meetings like this. Don't you have a record?

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26/7/2017 08:33:36 am

After reading this article, that's where I have realized that game designing is not an easy task. You might need all your knowledge and efforts combined to make a particular game's design wonderful and effective. I thought it was an easy job! But when I saw that you've been spending a lot of time here, I realized that it is also full of effort just like other professionals do in their various fields. Thank you for giving us a view of it.

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    James Dodge

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