Turn-Based RTS/MOBA

Fortress
Assault
Guilherme Gomes
João Ribeiro
Tomás Carvalho
(76464)
(77209)
(86264)
Game Development Methodology
Spring Semester 16/17
The Game
■ Turn-based
■ Internal Economic
– Each player has gold and earn gold per turn,
depending on the amount of outposts that it
controls
■ Game-by-game progression
– On each game both players start with the same
conditions
■ Main Goal: Destroy enemy’s Castle
Similar Games
Ancient Empire
Final Fantasy Tactics Advance
Memoir 44
Duelyst
Map Elements
■ Castle
■ Outposts
■ Outpost Control Range
■ Unit: Fighter
■ Unit: Archer
■ Unit: Medic
■ Barracks (with level, from 1 to 3)
Map Example
1
2
3
4
5
6
9 10 11
3
14
2
3
4
Legend
5
6
x
7
8
Barrack (level x)
Fighter
9
10
Medic
11
Archer
12
13
Unoccupied Outpost
14
Occupied Outpost
15
Castle
16
17
Outpost Control Area
18
19
2
Buildings - Barracks
■ Building in which soldiers are produced
■ Can be upgraded (levels), for a certain cost
■ The higher the level, the lower the unit production costs:
Cost per unit
Outpost
Player Level Fighter Archer Medic
Base
1
200
250
300
Orange
3
100
125
150
Blue
2
150
187,5
225
Buildings - Castle
■ Main objective: Destroy the enemy’s castle (HP = 0)
■ One out of two possible actions per turn:
– Attack: Castle attacks units that are in range.
– Rebuild: The Castle recovers X HP in the end of the
current turn.
Buildings - Outpost
■ For every Outpost controlled, the player gets
extra 25 gold per turn:
Player Outposts
Orange
1
Blue
2
Gold per turn
Base Outposts Total
100
25
125
100
50
150
■ The outpost’s control goes to the player with
more units within the tower control area in
the end of the turn
–
If a player controls an outpost, it will remain
under its control until the other player meets
this criteria
Units - Fighter
■ Cheaper Unit
■ Medium power Close-combat
■ No ranged attack
Units - Archer
■ Medium Cost Unit
■ Low power Close-combat
■ 3-Tile range attack
■ (Possibility) Have increased range when
inside outpost
Units - Alchemist
■ Expensive Unit
■ Low power Close-combat
■ One of two possible combat actions:
– Heals 1 unit completly
– 2-Tile range attack with splash
damage (allied units affected too!)
Combat
■ Units stats:
– Health Points  Measure of damage a unit can take
– Attack Points  Combat power (used to calculate the
outcome of a battle)
– Movement Points  How many tiles can a unit move
■ For close-combat, opponents attack back
■ Long ranged attacks can not be countered
■ Lower HP = Lower Attack Points
Gameplay
■ Each turn is processed in the following order:
– Purchase phase (buy units)
– Move/Combat Phase (move and use units)
■ Each unit of each player has 2 actions per-turn: move and
attack
Why Fortress Assault?
■ Original idea (even though it is a mix of popular game styles)
■ Simple concept and rules, complex outcome and gameplay
■ Potential
– Works well in both 2D and 3D
– Extensable unit classes and game modes
– Balanced game that fits different play-styles without a
dominant one
■
That don’t disturb the skill-based gameplay
Thank you for your time!
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www.mdjgroup6.wordpress.com
Guilherme Gomes
76464
[email protected]
João Ribeiro
77209
[email protected]
Tomás Carvalho
86264
[email protected]