Dinozards

Role: Game Designer & Gameplay Programmer

Development Time: 7 Weeks (2019)

Tools: Unity, Unreal Engine 4

Team: 12
 

Contributions:

  • Game Design

  • Prototyping

  • Game Play Programming

About

 

Dinozards is an arena based top-down multiplayer brawler where you play as a Magical Dino-baby having to fight for its survival against other Dino Babies for the affection of your Wizard Father

You can play 2-4 player Free for All or 2v2 Team Mode. 

(Hover Over for More)

 

Mechanics

Fire Ball

Cast Homing Seeking Fire Balls for Damage and Knock Back

Reflect

Reflects Incoming Fire Balls back at Players but with greater Speed and Knockback

Dash

Dash into Players to inflict lighting Damage or Evade incoming Fireballs

 

Game Design

We decided early on that we wanted to Down Scope as much ...


as possible and have a fast-paced game targeted toward a large audience that would be easy to pick-up and play, but be flexible enough where if we had the time we could just Add things to it.

  • This effected the direction we went for which was a Fast-Paced, Top-Down Brawling game that was easy to extend with levels and characters etc.
  • The concept wasn't as clear in the beginning however since these types of games are made up of dozens of small things to the Mechanics, Dynamics and Aesthetics that make everything come together.





The Conceptualization

The Main Inspirational Source came from a Warcraft 3 Mod that featured Spell Casting & Knocking Players into a Shrinking Threat
The Unreal Engine 4 Prototype

(Hover Over for More)

The Fireball does Damage and Knock Back to players and is ...


the primary form of attack.

  • The Fireball can slightly Home in on a Target which is within a distance and takes the one that has the closest angle in front of the player.
  • This is so it is slightly easier for the players to hit each other by just aiming toward the direction of the player they want to hit. Also encourages dodging by the other players which creates more movement and action.
  • Testing without it during the prototype showed that the players very rarely could Hit each other.
  • If two Fire Balls Hit they merge and create a big explosion.




Customization


In the inspector you can easily customize things like Knock back, Damage, Speed, Turning Speed and more.
Several of these set settings in the Fire Ball Prefab but some don't so they're available to be customized as well, such as Hit Radius, Height Above Ground, Reflect Speed Multiplier etc.





 

Game Play Programming

什麼時候可以收到集資回饋品呢?


回饋品預計在 11/9 依序出貨,並於 11/27 電影上映前送到贊助者手中,歡迎大家帶著熱騰騰的回饋品一同進戲院支持!




如何使用《十二夜 2》電影兌換券?


憑電影交換券於全台首映上映戲院窗口換票劃位入場。本券嚴禁複製,如查獲者將依法究辦。持本券於上映期間內至全台首輪上映戲院售票口劃位,得兌換《十二夜 2》正式電影入場券乙張,不適用於網路訂票,逾期作廢,不得折合現金。放映期間、級數依上映戲院現場公布為準,本券須加蓋本公司鋼印或票券專用章始生效。 *此交換券不適用於任何戲院升等座位席次,僅限於首輪上映戲院一般座位使用貴賓席、VIP 廳、GOLD CLASS、IMAX、夢時代 CineX 影廳、台北大千戲院、4DX、Royal Club 皇家廳、數位 3D 影廳、D-BOX、Dolby Atmos、美麗華大直皇家影城、LOMO 影廳、Premium Coach 廳、Love 廳、獨享廳、Mappa 廳等均不適用。




本次計劃的發起單位為何?


《十二夜 2》動保教育推廣計劃由電影製作團隊「縫影子宇宙有限公司」、電影發行團隊「牽猴子整合行銷股份有限公司」發起,並協助商品出貨、售後服務;計劃委託「貝殼放大股份有限公司」負責行銷策劃。 客服信箱: 12nights2018@gmail.com





Overview

2v2 Match
Animator used as State Machine

(Hover Over for More)

Fire Ball

Fire Ball Ability & Fire Ball Projectile Prefab

(Hover Over for More)

The Fireball does Damage and Knock Back to players and is ...


the primary form of attack.

  • The Fireball can slightly Home in on a Target which is within a distance and takes the one that has the closest angle in front of the player.
  • This is so it is slightly easier for the players to hit each other by just aiming toward the direction of the player they want to hit. Also encourages dodging by the other players which creates more movement and action.
  • Testing without it during the prototype showed that the players very rarely could Hit each other.
  • If two Fire Balls Hit they merge and create a big explosion.




Customization


In the inspector you can easily customize things like Knock back, Damage, Speed, Turning Speed and more.
Several of these set settings in the Fire Ball Prefab but some don't so they're available to be customized as well, such as Hit Radius, Height Above Ground, Reflect Speed Multiplier etc.





Fire Ball Ability C# Script
Fire Ball C# Script

Reflect

The Fireball does Damage and Knock Back to players and is ...


the primary form of attack.

  • The Fireball can slightly Home in on a Target which is within a distance and takes the one that has the closest angle in front of the player.
  • This is so it is slightly easier for the players to hit each other by just aiming toward the direction of the player they want to hit. Also encourages dodging by the other players which creates more movement and action.
  • Testing without it during the prototype showed that the players very rarely could Hit each other.
  • If two Fire Balls Hit they merge and create a big explosion.




Customization


In the inspector you can easily customize things like Knock back, Damage, Speed, Turning Speed and more.
Several of these set settings in the Fire Ball Prefab but some don't so they're available to be customized as well, such as Hit Radius, Height Above Ground, Reflect Speed Multiplier etc.





Reflect Ability & Inspector

(Hover Over for More)

Reflect Ability C# Script

Dash

Dash Ability & Inspector

(Hover Over for More)

The Dash is the players primary form of Evasion and ...


does Damage and Knock back to players but not as much as the Fire Ball.

  • Does small Tick Damage afterwards since the players get the lighting on them.
  • Can be used to escape out of the Storm.




Customization


The Designer can set Hit Radius, Min/Max Length, Duration, Speed Curve (how fast in the start/middle/end), Knock Back, Damage etc.





Dash C# Script