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Unholy Showdown Postmortem is ready

Always the most important part for me in all projects are the post mortems – lessons I took, mistakes I must avoid, etc.

Please read the Unholy Showdown Postmortem available HERE

 

Here’s the current state of game.

 

Available on Google Play HERE

Houston. We’re live and good to go.

 

So yeah… I’ve done it. Not perfect but at least it’s finished 🙂

You can get it here: http://bit.ly/unholy_showdown

Where are we with Unholy Showdown?

I am approaching the last line of delivery phase. I am positive I can finish this before the end of this year. One may say: about damn time. I must admit this took way too long time but it is worth it. Don’t expect much about the gameplay. The game is strictly for educational purposes only. I just want to deliver something as less crappy as possible and then move on to something more fun with all the knowledge I managed to get throught the whole process.

So far I was able to implement:

  • whole game loop with finishers
  • all the menus, credits and end screens (Demon win screen is work in progress)
  • one obligatory in-app purchase (no need to pay anything, just for me to learn how to add those sort of things)
  • Unity Ads

To do:

  • tweak some animations and remove certain pixel art graphics in favor to more hi-res versions
  • add leaderboards
  • add the remaining achievement pictures

Here is the intro to Unholy Showdown with my not so professional voice over 🙂

 

Year 2016 in one Slide

Whoa… this year is already over! How is that even possible?!

A lot of things happened. I really have no spare time at all at the moment.

The time just goes faster and faster. More news about Unholy Showdown soon 🙂

  • Dropped weight by 12 kg
  • Met my Role Model (Henry Rollins)
  • Got Engaged <3
  • Delivered a mobile game
  • created capoeira group
  • Co-formed Kurki Collective
  • I own Amiga 1200 Tower
  • 3 Game James (7 in total)

Moving to new hosting

As you may noticed I am moving this place to another hosting, so please excuse me as not everything may work right off the bat.

The transition should be smooth and my humble persona is not that important so this should not be a big problem for anybody. I don’t post that often anyways.

Soon more info regarding Unholy Showdown Development as well…

Alpha is officially closed. Welcome to Beta

I’ve finally closed the alpha tests and started beta process and tests.

This time I shall no longer add new feature but instead I will focus on improving the existing features and visuals.

Like this Bonus Move for example:

 

bonus_move

New Screens and Finishers implemented

Slowly, yet in steady way, my first publicly available game project moves forward.

I’ve finally managed to correct all major animations (Still much to be improved in BETA).

The game is playable, finishers are ready, as seen here:

I really want to finish this game as I want to use the knowledge gained in next and better project.

The current TO DO list is as follows:

todo

Design Challenge 2: Shadowrun Returns #2

Since I will be away for #PGA2016 on Saturday, I’ve decided to stick to the plan of doing 1 such task a week anyway but do the challenge one day earlier. I’ve played for about 1h today and focused on learning the plot structures, plot puzzles, fight mode mechanics and quests.

Plot:

Friend from merc times gets murdered. You get a video call recorded for you which was meant to be sent after his death. You follow the friends GPS location signal triggered after his death. I’m not going to spoil any plot elements after this point but I rather describe the structures I noticed, in my own naive way.

Plot is rather linear with optional side quests. As I noticed before you get karma points for pushing the plot forward. This awards the player “to follow the plan” and explore the area to search for any optional, yet still interesting side quests that might give some extra Karma points. 

Most of the quests consist of long dialog parts which require a lot of reading but the game rewards player for being patient and paying attention by hiding important tips that are needed for sorting out some of the game puzzles (like reading a diary to learn the answer to password recovery system of critical NPC).

Some dialog challenges, like a cop preventing you to investigate the murder scene, can be sorted out in various ways according to your player key attributes and etiquette styles.

Fight

Whenever player party encounters enemies the game goes into “turn based mode” (similar as in Fallout 1 or 2 Series)

My main avatar is a Shaman so the fight will focus around Shaman skills.

Shamans can control demons who have a chance to break free and attack team members. After summoning a demon / spirit you must pay 1 Action Point for upkeeping. All characters so far including players avatar have 2 Action Points to use during the round. I haven’t figured out yet if there is a way to gain additional APs

Actions such as melee attacks (consisting of moving toward enemy and hitting with melee weapon), ranged attacks, spell casting and item using use up 1 AP. Same thing goes with spirit summoning and spirit upkeeping.

If character attacks game tests a random roll (need to investigate the roll system in Shadowrun) and compares the skill of attacker with skill of defender as well as all the environment modifiers (is anyone behind a cover? etc)

Shaman can also connect with spirits located at the particular level and summon them during the fight. They act as normal summoned spirits that can fight at your side.

Shaman can use force of Totems to gain temporary boosts or bonuses. So far I can only use 1 totem and my choice was a Bear Totem which heals all team members within a specific range.

TBC next week

Design Challenge 1: Shadowrun Returns #1

This is the first attempt of Game Design Reverse Engineered Challange.

Aim is to have fun and learn something from Game Design while playing.

I’ve decided to take a leap at Shadowrun Returns:

I took my time and spent roughly 2h today on gameplay. This exercise reminded me of how much I loved games like Fallout and cRPGs in general. I will definitely get back to finish at least one scenario to the very end. Here are my first observations:

I focused today on character builder and first minutes of gameplay. I liked the idea that the game quickly grabbed you with world immersion,  immediatly gave you an aim to pursue and presented you the most important mechanics  very early.

Game Modes / Mechanics observations:

First Screen: Character builder:

Place where you create your Player Avatar.
Player chooses sex  and race out of 5 available.

Each race gives statistics bonus and has different maximum caps for attributes:

  • Human (+3 Karma points at start)
  • Elf (Charisma +)
  • Dwarf (Willpower +)
  • Orc (Body +)
  • Troll (Body + Strength +)

 

After race is chosen player can chose 1 out of 6 premade archetypes (sort of class) or none (if you decide to make a custom build class). You can choose out of:

 

  • Street Samurai (Warrior Type)
    • Key Attributes: Body, Strength / Quickness
    • Key Skills: Close and Range Combat, Dodge
  • Mage
    • Key Attributes: Willpower
    • Key Skills: Spellcasting
  • Decker (Hacker type)
    • Key Attributes: Intelligence
    • Key Skills: Decking
    • Key Specializations: Expert Systems
  • Shaman (summoner)
    • Key Attributes: Charisma
    • Key Skills: Spirit Summoning, Conjuring
  • Rigger (Mechanic)
    • Key Attributes: Intelligence
    • Key Skills: Drone Control
    • Key Specializations: Drone Combat
  • Physical Adept (Monk)
    • Key Attributes: Body Strength Willpower
    • Key Skills: Chi Casting

 

Karma

Those are points gained by following the plot and finishing the mission objectives. Points can be spent on upgrading Attributes, Skills and Specialities. Each another level in progression path costs one point more than before ( Body Level 2 costs 2 Karma, Body Level 3 costs 3 Karma) . To access Level 4 Skills you first must unlock the main attribute to be the same Level. Same goes with Specialities.

Attributes, Skills & Specialities

  • Body:
    Influence HP and Physical Resistance  
  • Quickness:
    Increases hit chance for ranged combat. Reduces chance of getting hit

    • Ranged Combat
      • Pistol
      • SMG
      • Shotgun
      • Rifle
    • Dodge
    • Close Combat
      • Melee Weapons
      • Unarmed
    • Throwing Weapons
  • Strength
    Increases hit chance for melee and unarmed combat.
  • Intelligence
    In Decking &Rigging to calculate chance with computer programs and drones

    • Biotech – more HP from Medkits
    • Decking (chance for hitting with computer program)
    • Esp Control (increase power of expert systems inside the matrix)
    • Drone Control (more drone types and abilities)
    • Drone Combat (more abilities for drones)
  • Willpower
    Chance of hitting with magic. Reduces the chance of getting hit with magic

    • Spellcasting
    • Chi Casting (for physical adept)
  • Charisma
    Increases chance to control Spirits, The more the better spirits shaman can control.

    • Spirit summoning
      (the higher the skill the more powerful spirits can be summoned)
    • Spirit Control (more chance to prevent spirit from breaking free)
  • Conjuring
    Increase a chance to hit with conjuring spell

 

After you do all the character creation, including appearance modification (hair, beard, horns, skin tone etc) you will be asked to chose the Etiquette. This is a very interesting mechanic that gives you more dialog options in certain situations. Depending if you chose Corporate or Street Etiquette (you can choose 2) you will have more chance to get through a dialog obstacle with certain characters.

Game Design Challenge: Start!

As you become a grownup you get less and less of so called spare time: Full time job, family, side projects, travelling etc.

It’s very easy to forget about what is most important – feeding you inner child.

I’ve noticed that I haven’t been playing games that much lately. This is a no-cannot-do in the careeer path I am pursuing.

In order to be a good designer you must play games.

The problem I had was that each time I was playing if the game did not hook me from start I quickly got discouraged .  Moreover after a while I got this feeling everytime I played that I was wasting my preciouse time. I could be learing to code or draw or whatever useful skill I wanted to learn. That is a  near-death mistake for a designer-to-be such as myself.

So… I’ve decided to force myself a bit to create a healthy habit of playing AND studying games mechanics.

Each Saturday I will play a game for at least 1h and try to reverse engineer its game mechanics or analyze the game modes it has.

I’ll be broadcasting the game on Twitch (https://www.twitch.tv/fid_is_the_one) and  describe whatever I manged to notice / learn in the Google Document and this page.

 

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