Posted February 10, 2020 by igentile
#Production #Update
Castle On Wheels is a single-player game that turns your classic tower defense game into a tower offensive, real-time strategy game. As the player is controlling their castle around the map, they have the ability to spawn units and use different abilities on their journey to push those pesky goblins back into their caves. After completing a level, the player will be rated on how well they did and be rewarded in coins based on their performance. The player may then use their currency to upgrade their stronghold and continue to march forward. And with that, let's move on to the work we got done this sprint!
Programming
Before the semester started, our lead designer Jake Gildea and one of our programmers Zach Nusserdorfer created a prototype for the game. This prototype demonstrates castle movement, enemy spawning and gives the viewer an overview of how the game will work:
In addition to our prototype, we let programmers plan out UML maps for all the features that we would want to add to the game. One of the features that was updated this sprint was enemy spawning and giving level designers the ability to change how many units spawn and what that unit will look like.
For our next sprint, our goals are perfecting the castle movement and NavMesh system as well as given the player more user-friendly camera that is easy to control. Some of the other features we would like to implement is improved ally spawning and a win/loss system for the game.
Level Design
For this sprint, we created 2 levels in the form of annotated maps. One level is set in farmland and the second level is set in a forest. Our goal for levels is to break out from a boring plane and bring some elevation to our game. In addition to our level maps, we had the level designers create an asset list for us that we will pull from for our 3D modelers. Here are the annotated maps for those levels 2 and 3, since level 1 is showcased in the prototype.
2D Art
Here's an image of the environment art we made:
Modeling
During this sprint we spent some time gathering images for a mood board that we want our modelers to use as reference in order to keep a cohesive look to our game. We designated one modeler for characters, another for enemy buildings, one for allied buildings and our final modeler will be working primarily on environment models. I feel extremely lucky to have such a large modeling team and look forward to all of the fantastic assets they create! Here are a couple of models that we started this week (from top to bottom: castle base wheels, character body, character armor)
Rigging/Animation
We have one animator/rigger on our team and we are grateful that he has taken on both roles. Together, we spent the majority of this sprint working through tutorials and getting him used to rigging his own models. Starting sprint two we will have him in full swing animating 3-4 animations for our allied units. Here's a cute picture of the pose he chose for his first rig:
We assigned 62 user stories this sprint and completed 48 of them, leaving 14 user stories in progress. With that, we conclude our first Production Log for Castle On Wheels! From everyone here on the team, we would like to thank you for checking out our page. We hope you stick around to follow our updates and watch our game unfold before your eyes, or at the very least, become a silly tower offensive game that will keep you on your toes. Our goals for our next log are to have an improved version of our castle movement, allied spawning, new levels and a layout of our level selection map in addition to a fully functional prototype that showcases all of our main features. Stay tuned!
-Castle On Wheels Team