Wednesday, 8 February 2012

Wizard Conflict

Last Summer I made a minigame called Wizard Conflict for iOS. It's based on a game called Wizard Battle made by Foppy.

Wizard Battle is a "one switch" game - the controls consist of only one button, making it playable for impaired people. The downside to this is that it tires your fingers out in competitive play. I figured that a touchscreen variant of the game would be an improvement for a mobile device.

The gameplay is simple - you spawn units from your side of the screen. The starting objective is to get your units past your enemy for bonus points. To win you need to get a wizard unit past the opponent, usually through cunning or by leveraging a points advantage.

It's funny how many arrows units can take before they die...

The game was written mostly in C++ using a simple engine I made. SDL and CocosDenshion were used for context creation and audio, and OpenGL for graphics. Most of the assets have a Creative Commons license, and the rest I made using Blender and masterful programmer artistry.

It has a few good reviews and one bad one from somebody who found it too tricky. When I update it I'll add a tutorial level, plus some new units and drag-and-drop spells. It also needs releasing for iPhone - that comes as soon as I can get my hands on one to test it on.

Unreal Development Kit

The Unreal Development Kit (UDK) is the development framework for the popular Unreal Engine.

I'm trying to familiarize myself with UDK because I am going to make a game with a similar feel to Which by Mike Inel:


Making a game like this without an engine is too tough a proposition, at least if I want it done in a reasonable time.

UDK includes an application for creating particle systems, which is fast and painless compared to defining them programmatically. It also has a versatile node-based material editor. To get started I put together this particle system of spinning circles, which follows the player around the default scene:


The vision for the game is currently a mix of ideas from Silent Hill 4: The Room, Which, and the dream sequences in Max Payne.

The game should only have about fifteen minutes of playtime in it, but could take a while to make, depending on what design decisions are made down the line... I'll post more as I get some milestones ticked off. Hopefully it'll be done before the year is out!

26/01/2013 - Ah well, I didn't pull this one off. It was too ambitious. One day, maybe.