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AllForOne

DESCRIPTION

On this assignment everyone makes the same game. How you make it is what matters...

GENERAL MECHANICS

You will build a 3D turn-based digital "board game" in which every turn is played as a third person action game. The game is to be played by 2 players. They can be both on the same computer (Chair shuffle) or if you feel super confident you can make it networked (optional). It is recomended to go for chair shuffle first and THEN adapt to networked.

  • The game starts with a top view map of a corridor system.
  • Every player has an initial point budget of 100 points to buy and place units anywhere on the map. They do this in turn. meaning that player 1 "buys" and places 1 unit in the game area, then player 2 places one unit, then player 1 again, until both either run out of points or press a "Done" button.
  • Units are humanoid 3D characters. They have a set of stats that amount to:
    • Health
    • Strength
    • Speed
    • Defense
  • Each player will have a color - Player1 is RED, player 2 is BLUE. All units of each player must have an element of that color. That could be clothing, skin, a light or a overhead floating object, aura etc. Up to you.
  • When buying a unit the price depends on the balance of the stats, and that will also influence how many units each player is going to have. So stratigically one player could choose to set up a single unit with full stats and play with only one "super soldier" or have 10 weak units.
  • When all units are placed, the game starts.
  • On the begining of each turn, one power up or weapon will randomly spawn on the play area.
  • The current player will then choose one unit to control by clicking it.
  • Once the player clicks the unit the camera flies into 3rd person mode, a 10 second timer starts and the player now has full control of the character and can (more details on each of these below):
    • Run
    • Jump
    • Attack / use weapon (if you have one)
    • Pick up power ups and weapons
    • Use power ups
    • Fortify
  • Once the 10 seconds are finished the turn is over.
  • The game ends when one of the players has no more units alive. Obviously the other player wins.

LEVEL DESIGN

The play area will be partly indoor, partly outdoor, there will be one or more single floor buildings made out of winding corridors with doors and windows and Props inside and outside. There will be multiple doors that lead to the outdoor part of the level so that players can use them as shortcuts.

PRE-GAME MECHANICS

This is the initial phase where the players buy and place units on the game area. The flow is as follows:

  • Player gets a Unit character that is displayed on the screen with randomized body (this can be a different scene or a overlay).
  • The stats of the unit are shown and the current price of the unit as well. These are randomly assigned by default but around the mid-range.
  • The player can choose any value for each stats. That will cause the price to be recalculated (see balancing).
  • When the player is ready to buy then he should hit the "Hire" button. This takes the game to the top view of the game area and the player will then click a location where the Unit should spawn.

Balancing

  • A unit with full stats (100% on all stats), will cost 100 points
  • A unit with the minimum skill (1% on all stats) should cost about 10 points.
  • Each skill has different cost, they are distributed in this order:
    • Health and Speed (Same price / Most expensive)
    • Strength and Defense (Same price / Slightly cheaper)

BOARD MECHANICS DETAIL

  • The full game area should be visible on the top view.
  • First thing that happens when a turn starts is that a power up spawns randomly on the scene. This should be clearly visible.
  • There should be a clear element that tells which player's turn it is.
  • The color of the units should also be clearly visible.

ACTION MECHANICS DETAIL

  • When the player starts, the counter should be clearly visible and counting down from 10.
  • The player can:
    • Run / Jump anywhere on the game area
    • Attack / use weapon: All players start without weapon and they can only punch. They can then pick up weapons that give them more range or hit points.
    • Pick up power ups and weapons
    • Use power ups
    • Fortify

ASSETS

Scyfi interior
https://assetstore.unity.com/packages/3d/environments/sci-fi/sci-fi-styled-modular-pack-82913 \

Skybox
https://assetstore.unity.com/packages/2d/textures-materials/sky/skybox-series-free-103633
https://assetstore.unity.com/packages/3d/environments/sci-fi/real-stars-skybox-116333 \

Corridors
https://assetstore.unity.com/packages/3d/environments/urban/simple-corridors-96435 \

Procedural male character
https://assetstore.unity.com/packages/3d/characters/humanoids/mcs-male-45805 \

Procedural female character
https://assetstore.unity.com/packages/3d/characters/humanoids/mcs-female-45807 \

Character
https://assetstore.unity.com/packages/3d/characters/humanoids/combat-character-pack-soldier-96594 \

Animation General
https://assetstore.unity.com/packages/3d/animations/huge-fbx-mocap-library-part-1-19991
https://assetstore.unity.com/packages/3d/animations/huge-fbx-mocap-library-part-2-20282
https://assetstore.unity.com/packages/3d/animations/huge-fbx-mocap-library-part-3-20285 \

Animation Fighting
https://assetstore.unity.com/categories/3d/animations/?k=price%3A0&order_by=relevance&q=category%3A23&q=price%3A0&rows=42 \

Animation Movement
https://assetstore.unity.com/packages/3d/animations/move-motion-free-pack-25900 \

Adam photogrametry pack
https://assetstore.unity.com/packages/templates/packs/adam-ep2-ep3-photogrammetry-pack-115786 \

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Assignment for the 4th years

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