Board Game Prototype - Dragon's Booty
This is a 4 player game with 4 classes available to choose from, each class has an elemental attack. The enemies on each section of the board also have an elemental attack. Elements are strong against one, neutral against another and weak against the final.
Each section also contains a Boss and Sub-boss to fight, the Bosses hold keys and the rule is the player must obtain at least two keys to challenge the Dragon.
The game contains both player vs. player (PvP) and player vs. environment (PvE) rules. The players battle each other the same way the environmental monsters are fought.
There are two ways to win, the player can either defeat the Dragon and claim his treasure or if the player is defeated they return to the game as an undead. If the player defeats all other players while undead they can win the game as the King of the Undead.
Each section also contains a Boss and Sub-boss to fight, the Bosses hold keys and the rule is the player must obtain at least two keys to challenge the Dragon.
The game contains both player vs. player (PvP) and player vs. environment (PvE) rules. The players battle each other the same way the environmental monsters are fought.
There are two ways to win, the player can either defeat the Dragon and claim his treasure or if the player is defeated they return to the game as an undead. If the player defeats all other players while undead they can win the game as the King of the Undead.
The above links download the Dragon's Booty Game Design Document and an Excel sheet that players can print and cut up to use as game pieces.
Badger Ball - Student Project
World Hub
Badger Ball is the student team project I helped design along with three other students Michael Powers, Justin Harris and Philip Bailey. We basically had three months to pitch, design, develop, test and polish. The time felt extremely short but that's because we were extremely busy developing our project.
This project consists of a "world hub" used by the player to select and play one of four games, there is: Onslaught, Scoring Mode, Survival and Cannon Mode. Each game has it's own rules which use the same core mechanics. Each game mode tallies and saves a score for the player that is displayed in the world hub. The hub itself also contains a mini-game for players to collect fire wood and light camp fires in order to unlock a Badger Dunk Tank.
I scripted all of the framework for the game in Unreal Script and created the Scoring Mode game type. The framework of the game consists of script classes that allow the player to control the avatar and how the camera is attached, if the pawn needed a custom camera angle. The game also implements a save/load system for the player's score, that is saved in each game type and then loaded in the world hub to display high scores.
This project consists of a "world hub" used by the player to select and play one of four games, there is: Onslaught, Scoring Mode, Survival and Cannon Mode. Each game has it's own rules which use the same core mechanics. Each game mode tallies and saves a score for the player that is displayed in the world hub. The hub itself also contains a mini-game for players to collect fire wood and light camp fires in order to unlock a Badger Dunk Tank.
I scripted all of the framework for the game in Unreal Script and created the Scoring Mode game type. The framework of the game consists of script classes that allow the player to control the avatar and how the camera is attached, if the pawn needed a custom camera angle. The game also implements a save/load system for the player's score, that is saved in each game type and then loaded in the world hub to display high scores.
Badger Ball - Student Project
Scoring Mode
Scoring mode is has the following rules:
For Scoring Mode I completed level design, gameplay mechanic and implementation plus the UI and game math and logic. I playtested as a designed to try and minimize the amount of bugs that players saw and feel that it all came together well.
- Each game has a set time of 60 seconds
- The ball spawns on a side of the arena
- Acorns give +2 seconds for player
- 2x/3x multipliers can be hit and activated
- Mines spawn that stun the player
- 3 game modes create a challenge
- Game modes are activated based on player success
For Scoring Mode I completed level design, gameplay mechanic and implementation plus the UI and game math and logic. I playtested as a designed to try and minimize the amount of bugs that players saw and feel that it all came together well.