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 game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
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)
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Game Play Programming
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
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 game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Fire Ball Ability C# Script
Fire Ball C# Script
Reflect
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Reflect Ability & Inspector
(Hover Over for More)
Reflect Ability C# Script
Dash
Dash Ability & Inspector
(Hover Over for More)
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.