Dungeon Brawler A Game By: The Game Factory A team comprised of: Yiming Zhou, Peter Kotik, and Donovan Alexander TA: Eric | Section: Tuesday 12:00-1:45 PM Dungeon Brawler is a virtual board game that revolves around grid-based combat and strategy. The objective of the game is to pick up a key, which unlocks the door in the middle of the map. The first player to enter the door after a player unlocks it wins the game. There are several obtainable items that are randomly placed on the grid. They include a sword, which gives advantage in combat when attacking, and a shield, which provides advantage when defending; based on time constraints, we may or may not add additional gameplay items. 1-4 players are assigned a corner of the map, a space they occupy at the start of the game and return to whenever they are killed in combat. The game is a balance between strategy, intelligent positioning, and random chance. Combat outcomes are decided with 1d20 dice rolls and the player’s remaining hit points, but players can improve their chances with the items distributed around the map. The sword item provides a +5 bonus when a player initiates combat, whereas the shield provides a +4 bonus when another player attacks them. In testing, these mechanics in conjunction with the different player roles lead to different strategic uses of these items. The player holding the key would prefer the shield to the sword, as they are most likely not going to be initiating combat for fear of rolling low and losing the key. Players may possess both items simultaneously, but may not inherit both simultaneously from a kill. A player trying to prevent the key holder from unlocking the door would want the sword, to increase their chances of killing the other player. Movement in the game is based on both a constant and a roll of 1d4. The player is allowed to move 1d4+4 spaces, allowing a minimum of 5 and a maximum of 8. The game is similar to arcade beat ‘em ups like Simpson’s Arcade, Final Fight, or TMNT arcade. You are put in an area with your enemies, and you can kill them to give yourself an edge. However, it is not just pure fighting, as the game implements turn based mechanics in the form of movement and combat. This part would be similar to an older RPG like the early Final Fantasy series or Chess. The game features weapon powerups similar to Contra or Metal Slug; picking up the item will give you some kind of gameplay bonus. It also gives the player a PVP-only choice, so you could liken it to the arena portion of Castle Crashers. However, unlike the games mentioned before, we decided to derive the main mechanics from a true classic: table-top RPGs. All movement and combat mechanics will be controlled by dice; movement with a 1d4, and combat with a 1d20. The players must overcome several obstacles to win a game. To begin with, none of the items can spawn exactly in the middle, where the door is, nor can they spawn on the corners where the players rest. That means certain characters will be farther than others from certain items, and will be at a small disadvantage from the start. The greatest challenge, however, is always other players. It is extremely unlikely that a player will be able to pick up the key and make it to the middle of the map before someone else can move adjacent to them, so combat can always turn the game around. Whoever has the key is the target of 3 other players, which are difficult odds to overcome without proper strategy and a bit of luck. In a similar manner to poker, chance is always a factor, but effective utilization of your character’s tools and good understanding of the game mechanics greatly improves your success. Players interact with the game through keyboard and mouse, choosing where to move their characters and when to initiate combat. Other aspects of gameplay are decided by the game engine, such as how far a character can move on a particular turn and how well they do in combat. Because of this, the choices the players make are extremely important, as there can be limited room for them to recover from mistakes. There are multiple ways to advance through the game, some optional and some dependent on other players. The main arc of a character’s progression would be picking up the key, unlocking the door, and entering the door, thus finishing the game victoriously. Along the way, the player can optionally pick up the sword and/or shield, as well as participate in combat, potentially killing other characters and being killed himself. The alternative arc would be having another player unlock the door, but entering the door before they do. The same optional steps can occur in this arc. These two “plotlines” comprise the two ways to win the game. The two arcs also suggest strategies for doing so. If a player intends to pick up the key and enter the door before anyone else, they must chase after the key or the player who holds it. Along the way, they can collect advantageous items through combat with other characters or by picking them up off the map. Otherwise, a player can wait by the door for someone else to unlock it, and try to kill them before the key holder can enter. Although this strategy requires less combat, and therefore fewer chances to die and lose everything, it also puts a great amount of importance on the one instance of combat that matters. A player who engages in a lot of successful combat will undoubtedly have gathered many combat items, so initiating against them is risky to say the least. The map layout does not change, but the items are placed randomly throughout the map, and players may not start out in the same corner every time. This introduces great variety into how each game starts and ends. Task Create sprites, objects, rooms in GM Description Create the sprites for sword, shield, player, and playroom in GameMaker Time Estimate 4.5 hours Date Completed Barebones by 5/6/13 Create Combat Mechanic Using GameMaker systems, create the framework for a final combat system Using GameMaker systems, create the mechanics for player and NPC movement Using GameMaker values and tests, create powerup items Use Ableton Live 8 and NI Massive to create game score and sound effects; voice acting for character sounds Use Photoshop to create better artwork for items, room, and player Outsource playtesting to various members of the hall; take notes and record feedback Write the game manual with details on how to control the game, how to win the game, and other descriptions 8 hours By 5/6/13 People Assigned Yiming – Sword; Key (sprites) Peter – Shield; Room (sprites); Room (environment) Donovan – Player (sprite); Objects Peter, Donovan 3 hours By 5/6/13 Yiming 6 hours Sword & Shield by 5/13/13 Yiming – Sword Peter – Shield Donovan - Key Create Movement Mechanic Create Items Create Sound Polish Art Assets Playtest Write Final Documentation 8 hours All else by 5/27/13 By 6/3/13 4.5 hours By 6/3/13 Logan McGhee; All Team Members if needed 8 hours By 5/26/13 Others 3 hours By 6/3/13 All Peter – Score and effects Donovan – Voice acting