Medieval Rochambeau
A general's job is never done. As more and more powerful armies set their eyes upon your lands, it is up to you to repel them. There is only one problem: their armies are much larger than yours. You must discern the enemies' weaknesses using provided intelligence and utilize the strengths of your troops in superior strategy to make your victory complete.
I designed this prototype with the intention and teaching a skill to players - in this case, the fact that battles can be won based on strategy in spite of numbers.
Design:
Mechanics:
Scripting:
UI:
I neither own nor take credit for any art, sound effects, or music used in this game.
I designed this prototype with the intention and teaching a skill to players - in this case, the fact that battles can be won based on strategy in spite of numbers.
Design:
- Developed five different troop types, each with their own strengths and weaknesses
- Designed ten enemy armies to test the player's skills
- Created initial levels which allow for player experimentation without fear of punishment
- Created additional levels to test player's skills as enemy armies become more complex, and player's resources more limited
- Designed the intel the player receives for each army to hint at its potential composition for the player to form a strategy
- Structured the game such that the player can retry successful levels to test the validity of different strategies on the enemy
Mechanics:
- Player is allowed only a few types of troops per battle, emphasizing the importance of strategy
- Each troop beats two other troops, and looses to two other troops, creating a rock-paper-scissors style dynamic
- Once troop selection has been made, the player watches the battle unfold, and can strategize based on the result
- Time given for a battle plan in levels is dynamically calculated based on how quickly the player formulated their last tactics
Scripting:
- The game calculates the winner at the beginning of each battle, and troops move according to the result
- The player is rewarded with a number of stars at the end of a successful level based on how well they performed
UI:
- The UI for preparing for battle is designed to immerse the player and be aesthetically pleasing
- The presence of each troop preparing for battle is indicated by the buttons used to select the troops being highlighted and the troops' presence in the preview of the player's army in the top right
- Troop information is available at any time from the preparing for battle screen by clicking the "i" button
- UI information changes to indicate changes to reflect the game's state
- The timer becomes brighter to indicate there is little time left
- The attack button is grayed out until the player has selected all of their troops
I neither own nor take credit for any art, sound effects, or music used in this game.
Specifications
Development Time:
Environment: Language: Platform: Team Size: |
4 weeks
GameMaker Studio 2 GML Windows 1 |
© Tobias Wadsworth
All content and trademarks are property of their respective owners
All content and trademarks are property of their respective owners