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Showing posts from March, 2015

Creating enemies in DND

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After doing most of level design work, I decided to hop on some mechanics of the mod. Not so much on the player aspect of it but the enemies and or the opposition side. My whole process for this has been looking inside the book seeing how the dnd came up with the numbers i see in the monster manual.

Art and more Playtesting

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While we were play testing with our little note cards, we was getting ready to digitize the cards we had. My task was to create the equipment and item art and if i was up to it create two more character concepts.

Finalized map For the High Elves Dist

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here is my finalize map of the high elf district. i got it approved by the team leads so its going to be in the codex. my overall thought on this that i was much more prepared for this map than my other map i've done. i laid out how the map was going to connect to each other and transition to each part of the map.

Enemy Death

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My other task for the enemy was to make a death animation for enemy. This was pretty easy task because I had a template to go off of. Once again I used the same workflow as my other animations for this game. I've gotten better with the pixel art, the more I do it the better it gets.

Playtesting Our Game

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After many changes to the cards stats we continue to play-test. While play testing we notice that the injury mechanic was happening way to much so we had to change the injury effects on the cards as well as the whole injury mechanic. Instead of just being injured for a turn, the player gets injured for three turns and gain damage. After testing the mechanic we seen a major improvement in the amount of injuries that occurs in the game, so we kept the changes.

The Final Two Parts Of The High Elf dist

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Hello again and welcome to by blog. I just finish the last two parts of the high elf district which isn't the same as the political district. Even if it has a lot of influence in the political district and many high elves live there.

Starting the First High Elf Map

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Once again welcome to my blog. We are starting a new sprint were we have to pick up the pace so we can playtest and have some what a polish Dungeons and Dragons module. As part of being on the level design team we have finish the detailed part of the map. Something that players, if they want to use map, can have something visually to help them explore on.

Final Political dist Battle Map

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hello everyone i am back with some with some update on the map portion of the project. I just finish the political district were the campaign supposedly will end. i had two part of the, plan to combined them into one map. as far as the process of the maps, One of my colleagues found a nice program called Dundjinni to do these battle maps. what I was going for in this dist was a more modern eleven victorian style as I state in the description. since eldarin rule has most influence in the whole city I wanted to incorporate in the district that has the most influence.  

Putting Together the Rules PLAYTESTING!!!

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Today we are testing out our mechanics for our game it really simple rules from the initial gdd just to see if the fundamental combat mechanics work as intended. As we were play testing we notice some unbalance numbers with all the cards. the overall concept of the game works its just the numbers aren't allowing the win condition to work.

Update On The Map

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Hear are the top view map with less detail. Made one minor change in the map changed the drow dist to Human dist. My teammates made that correction stating that drow (Dark elf) didn't have a dist they were more underground.

capitol city top view (rough)

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One of the task on level design was to create a rudimentary topical view of the Capital city (Black Star). Here I have six districts four of them are the two new class and the elves. i have a line across the city representing the main road that connects the bridges.i also added a beach area just because it is an island.  

Win and Loose Sceen

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Win Screen Lose Screen During this sprint I had another feature with the same group of of guys from my start screen feature. We basically had to make an win and loose screen. like the start screen i found background picture in place it over an gradient background for each screen and the buttons are separate for in game engine reasons.

Enemy Attack

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My task was to have a attack animation for the conquistador sword in all directions. This one was difficult to create but I had a good reference. What I did that was useful for me was that I separated the body parts into layers in the program that I was using.

Creating Bad Cards

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Since we decided to make a card game we have to create some cards. According to the game design document we have three types of cards, character, equipment, and item cards. I was stuck with the task of creating the equipment cards. I have to make 15 equip cards with name and effects on them. one problem with my cards was that the effects wasn't balance like giving positive effects to players instead of  giving positive and negative and or expensive effects.

Establishing Aesthetics For Bash

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As we start on making our game mechanics and rules, we have to follow on what type of feeling or aesthetics players should get when playing the game. I think the fact that the game has characters, which still have to be flesh out, shows that it going to have an fantasy aspect to it.  The fact that players are competing against each other would fall under that aesthetic. Once again it has be worked out more but that is were going to start it off.