Tuesday, April 3, 2012

A look into some of the game design concepts behind “That Castle Game”

Game Economy:
That castle game has a simple economy system where all players have gold, which they gain from income and spend to buy cards from the bank. Players are able to trade/steal other players gold, however most actions in the game either result in a net increase or decrease to the world total gold. Most prices in the game are fixed, however there are 2 events that force the players to bid gold for a desirable effect, and players are free to trade with each other, setting their own prices.

Cost Curves:
Exist in the game, and seem balanced. There are 8 or 9 troop types that a player can buy, costing between 2 and 8 gold, the more the troop costs the more powerful statistics it has, however there isn’t a linear curve to the stats of each troop, nearly every troop has its role in a player’s army relating to its cost and statistics. Some examples:
Goblin Brute, a cheap troop that can soak up damage and be disposed of with little worry.
Knight, a hard hitting troop that deals good damage, but is a meaningful loss should it die.
Elf Ranger, a weak troop that excels in stealth missions and protecting against stealth.
Ogre, a powerful and expensive troop that can deal massive damage and take large amounts of damage for the team that would have killed numerous cheaper troops.
In addition to troops players can buy cards to increase their income, earn victory points or enhance their troops. These cards are similarly priced appropriately for their function and rarity.

Flow theory and progression mechanics:
The starting income of all players total is the minimum starting income of the game, during the course of the game players will, on average, increase in income and be able to hire larger or more elite armies. All troops and heroes also have the potential to level up, allowing them more power in battles, notably the ability to delve deeper into the neutral dungeon.
The challenge in the game is relative to the skills and personalities of the other players, each player able to progress by helping, hurting or ignoring other players at any time. While the game does have some PvE mechanics, how a player overcomes these will result in them surpassing or falling behind the other players.

Wednesday, March 28, 2012

An Overview of my current Projects

Castle Siege:

A Massive online battle Arena (MobA) style game involving 3 teams, Orcs Elves and Humans. The teams work against each other to defeat a natural team the fastest. Players choose from a number of champions, level up and buy items to increase their power so that they can help their team destroy the neutral team or prevent the other teams from doing so.

Castle Siege is currently being developed as a map in the WarCraft III map editor. The map is playable and is iterating though testing, fixing bugs, balancing champions and adding new champions and items. The map is currently on version 1-4.
In near future father iterations are expected to be made, further balancing and adding new content.

In the distant future I hope to create a new platform for the game, with networking, 3D capability and possibly an in game store or metagame levelling system.



“That Castle Game”:

Currently this game only has a working title. This game is a card based game where each player controls a royal family, including their castle, land and troops, and strives to earn prestige. Players can wrest territories from other players, trade, forge political marriages attack each other’s castles or venture into a dungeon to earn their country fame and fortune.
This game is currently in the form of a paper prototype. Numerous testing sessions have occurred; main focuses are attempting to simplify combat, balance attacking castles with attacking land and levelling troops. Also playing around with rules for capturing and executing heroes.

In the near future testing will continue implementing prospective rules to see if they are balanced and fun. When this is done, I plan to program the game in C++ on Brent’s engine, in conjunction with Jesse Fogel.

In the far future I plan to have a releasable version available for purchase.



Unnamed Card Game:

This is a trading card game designed to simulate small scale battles in a quasi-realistic fashion. It breaks the battlefield into the centre and 2 flanks, by breaking though any of these a player can damage the enemy directly. The game experiments with costs of cards, based on the theory that cards do not have a cost to play to the field, rather a cost to draw the card from the deck. The system also allows drawing multiple bad cards in a turn or a single good card, allowing the player to access the situation and decide which they need each turn.

This game is currently on the back burners, latest development included limited testing with a paper prototype and preliminary coding in C++, using the DeviL engine. There are no current plans to continue developing this game, although I would like to continue development of it after the castle game is complete.