dojo jamie smith ba computer games design teesside university
Post on 21-Dec-2015
225 views
TRANSCRIPT
Dojo
Jamie SmithBA Computer Games DesignTeesside University
What is Dojo?• Modern 2.5D fighting game with retro style
• Focus on fighting and various styles as opposed to fantasy violence
•Re Imagining of the 1980s Fighting Genre
Jamie Smith – Vis Awards 2010
Who Would Play It?
Jamie Smith – Vis Awards 2010
• Male gamers mainly
• Gamers of a mature age – 13+
• Older gamers who owned an Atari 2600 or Commodore 64.
• Those who take an interest in martial arts
Jamie Smith – Vis Awards 2010
• Man vs Man• Focus on the fights• No distractions or outside influences
Jamie Smith – Vis Awards 2010
Criticisms & Enhancements
• Taken everything people love about fighting games, out of the game:- Special Moves- Health Bars- General Exaggerations
• Body Part Specific damage system isn’t enough game play
• Taking jumping out of the game may be too extreme and limit the player too much
• Game doesn’t reward players equally for defensive/attacking tactics
Jamie Smith – Vis Awards 2010
Game play Tweaks
• Fighter styles compliment and contrast with each other, based on abilities
•Flip game play. Allows tide to be turned when player is under pressure
• Special buttons allow for game to be changed further
• A timer is set at the start of each round for both players, hitting the opponent adds more time. The timer starts at 10 seconds for both players, similar to chess.
Jamie Smith – Vis Awards 2010
Every character is divided into three hit zones based on their fight style and stature.Head, Body, Legs.
Jamie Smith – Vis Awards 2010
• What happens when ‘x’ fights ‘y’?
• Fights should be intimidating to the player
• Height, Reach, Strength, Chin, Speed – All important Factors
• Helps influence changes in tactics
Key
Low Damage
Mid Damage
High Damage
Jamie Smith – Vis Awards 2010
Damage System
Characters
Jamie Smith – Vis Awards 2010
ATTStrength
DEFStrength
ATTWeakness
DEFWeakness
Speed Power Chin Health Tactics Head Defence
Boxer Body Legs Legs HeadBody
3 4 4 4 Player must counter
attack and aim to
damage unblocked
head
Puts arms up to guard head
Sumo Body Body None Head 1 5 5 4 Player must avoid arm strikes and
plug away at getting
numerous body hits
Uses arms to push opponent away if they
get too close
Martial Artist
Legs None Body HeadLegs
5 3 2 5 Player aims to damage legs whilst
also trying to avoid leg counters
Nullifies opponent attack by grabbing
limb
Due to the head being high priority for all characters, each character will have a move that actively blocks the head. The head would only be able to be used to be attacked, not to attack.
Speed – Affects speed of attacks, blocks and movementPower - Affects the amount of damage inflictedChin - Affects the amount of damage takenHealth – Determines amount of starting health
See-Saw Levels
• Levels based on solitary arena’s:-Skyscraper-Cliff-Bridge-Dojo
• Each level has a peril that influences the player to avoid complete defensive game play
• ‘Flip’ allows players to switch the situation in their favour, if they are backed towards a the edge
• Stages are fairly confined to keep battles quick and on edge
• Levels are designed to have no bias, but can feel like they favour one player if they are in a better position
Control Scheme
Focus on not using every button
FightersRight handed stance by default Punch and Kick are mapped to two buttonsCombos, crouching and jumping attacks also
• BlockDefends against attacksCounter if timed correctlyCounter does double damage and hits opponents initial attempt
Control Scheme• SpecialOnly one per matchHits opponents head within range
• RageOnly one per matchDouble Damage at expense of half health bar
•FlipCounter’s a bad situationOnly way to get on opponents sideCan be countered, but not blocked
• Three blocks in a row gives an extra piece of health
• Three hits in a row gives an extra flip
Game Modes
Realism
3 points for head, 2 points for body, 1 point for legsCounter, Flip and Special are removedOnce player is hit, game is reset and the round starts again.First to 10 wins the match
Similar to CoD hardcore mode or Fight Night Round 3/UFC default
Classic
No health bars on screenIndication is given when Rage is activatedFirst to two rounds, wins
Arcade
Health Bar’s PresentAll Important Icon’s PresentFully viewable version of the game without restrictionsFirst to two rounds, wins
1 4
Timer Explanation
Jamie Smith – Vis Awards 2010
Player A hits Player B, Player A gains 2
seconds
Both Player’s start with 10 seconds
Player A hits Player B, Player B blocks. Player B gains 2
seconds
PLAYER A: 10 secs
PLAYER B: 10 secs
PLAYER A: 12 secs
PLAYER B: 10 secs
PLAYER A: 10 secs
PLAYER B: 12 secs
+2 Secs
+2 Secs
Also taking into account fighter abilities....
Continued
Jamie Smith – Vis Awards 2010
START END
BOXER: 10 secsHealth: 10
SUMO: 10 secsHealth: 10
BOXER: 8 secsHealth: 8
SUMO: 12 secsHealth: 10
BOXER: 10 secsHealth: 8
PLAYER B: 10 secsHealth: 9
Sumo hits
Boxer
Boxer hits
Sumo
Full Battle
Jamie Smith – Vis Awards 2010
BOXER: 10 secsHealth: 10
SUMO: 10 secsHealth: 10
Sumo hits
BoxerBOXER: 8 secsHealth: 8
SUMO: 12 secsHealth: 10
Boxer hits
SumoBOXER: 10 secsHealth: 8
PLAYER B: 10 secsHealth: 9
Boxer hits
Sumo
BOXER: 12 secsHealth: 8
PLAYER B: 8 secsHealth: 8
Boxer hits
Sumo BOXER: 14 secsHealth: 8
PLAYER B: 6 secsHealth: 7
Boxer hits
Sumo BOXER: 14 secsHealth: 8
PLAYER B: 6 secsHealth: 6
Sumo hits
Boxer
BOXER: 12 secsHealth: 6
PLAYER B: 8 secsHealth: 6
Sumo hits
Boxer
BOXER: 10 secsHealth: 4
PLAYER B: 10 secsHealth: 6
Sumo hits
Boxer
BOXER: 8 secsHealth: 2
PLAYER B: 12 secsHealth: 6
Sumo hits
Boxer
SUMO WINS
Jamie Smith – Vis Awards 2010
FLIP RAGE
Other Factors
SPECIALARENA EDGE
+1 FLIP+1
HEALTHBLOCK
Game play Rewards
• Players are rewarded for tactical game play, waiting for the opponent to strike first and
successfully countering
• Players are rewarded for attacking game play, extra time is given. Both health and time
advantage
• Defensive game play is rewarded handsomely, but can also be heavily punished
•Players are rewarded for attempting to hit areas that damage the opponent more
Winning Conditions
• Player empties opponents health bar
• Player knocks opponent off ledge
• Either player’s timer runs out
To discourage cheating
• Each hit to the same area, does less and less damage
• Pressing of buttons can only be done amount of times per match, limitations added to more ‘popular’ buttons
• Each stage has a peril/limit, to discourage complete defensive game play – players constantly backing off
• Player’s each have one flip to start with, so skilful player’s will get out of a tight situation if they use theirs and the opponent counters
• AI could determine player style and attempt new tactics, if players repeat actions
Jamie Smith – Vis Awards 2010
Level Design
Jamie Smith – Vis Awards 2010
Fight 1 Fight 2 Fight 3 Fight 4Fight 5Mirror
Final Fight
• Linear progression through single player
• Changing of tactics between fights keeps player’s on toes
• Several difficulty settings
• Facts/Images/Advice given on screens before battles
• Player is informed of tactics upon failing a fight
Rewards
Jamie Smith – Vis Awards 2010
3 Characters to begin with
Beat Character
‘A’
Unlock Character
‘A’
Beat Character B
Unlock Character
‘B’
Complete Classic Mode
Unlock Arcade Mode
Complete Arcade Mode
Unlock Realism Mode
Complete Realism Mode
Unlock Alternate
Mode Versions
Beat any mode with
Character A
Unlock ‘Fight Style’
video of Character A
Beat any mode with
Character B
Unlock ‘Fight Style’
video of Character B
Modes
Character Unlocks
Video Unlocks
Considerations• Changes to the hit-based system. E.g. A Sumo can take alot of punches to the stomach.
• Design tailored to fit that of a turn based fighter
• ‘Rewinds’ in training – player can re-play a move that hit them to learn how to react or deal with the situation
• Limbs are mapped to each of the four controller buttons, changes game play strategy
• Timer in matches, champion loses by default if they don’t win a match. Could be exploited.
• Levels could deteriorate over time, if neither player seems to be finishing off the battle.
• Timer’s could be linked with the distances between opponents, a player may be hit and the opponent backs off to win by time. Timer could freeze at ‘y’ distance to deter this.
Jamie Smith – Vis Awards 2010