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

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.





Ideation

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)

I made all the Spell Casting Abilities such as Casting Fire Balls, Reflecting and Dashing ...


as well as implemented the Animations and worked on the State Machine.

  • I also implemented the VFX that was made by Jacob Stenberg and we got into a good workflow where I would start working on an ability and he would get first drafts of the VFX ready so we could quickly implement them so we knew what tweaks needed to be made. I also acted as a bit of a Generalist where if something needed to be done, fixed or added I jumped in and did it.
  • When I write code I always try to keep it as clean as possible by utilizing Coroutines and Local Variables as much as possible and avoid unnecessary uses of Update.
  • I always strive towards making things as customizable as possible, especially in games like these where small changes to a mechanic can make a big difference.





 

Game Play Programming

I made all the Spell Casting Abilities such as Casting Fire Balls, Reflecting and Dashing ...


as well as implemented the Animations and worked on the State Machine.

  • I also implemented the VFX that was made by Jacob Stenberg and we got into a good workflow where I would start working on an ability and he would get first drafts of the VFX ready so we could quickly implement them so we knew what tweaks needed to be made. I also acted as a bit of a Generalist where if something needed to be done, fixed or added I jumped in and did it.
  • When I write code I always try to keep it as clean as possible by utilizing Coroutines and Local Variables as much as possible and avoid unnecessary uses of Update.
  • I always strive towards making things as customizable as possible, especially in games like these where small changes to a mechanic can make a big difference.





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 Reflect Ability can Reflect an incoming Fireball ...


back to the Player that casted it and is the primary form of Defence.

  • It can also knock close players back but doesn't do any damage.
  • When Reflecting Fire Balls, time gets slowed down very briefly to give players time to react.




Customization


The Designer can set Duration, Radius From and To as it gets bigger over a small period of time, Angle Hit to the Sphere Cast so it matches the VFX, Knock Back, Slow Down Time Dilation, Duration and more.





Reflect Ability & Inspector

(Hover Over for More)

Reflect Ability C# Script

Dash

Dash Ability & Inspector

(Hover Over for More)

I made all the Spell Casting Abilities such as Casting Fire Balls, Reflecting and Dashing ...


as well as implemented the Animations and worked on the State Machine.

  • I also implemented the VFX that was made by Jacob Stenberg and we got into a good workflow where I would start working on an ability and he would get first drafts of the VFX ready so we could quickly implement them so we knew what tweaks needed to be made. I also acted as a bit of a Generalist where if something needed to be done, fixed or added I jumped in and did it.
  • When I write code I always try to keep it as clean as possible by utilizing Coroutines and Local Variables as much as possible and avoid unnecessary uses of Update.
  • I always strive towards making things as customizable as possible, especially in games like these where small changes to a mechanic can make a big difference.





Dash C# Script