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Dojo Jamie Smith BA Computer Games Design Teesside University.

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Presentation on theme: "Dojo Jamie Smith BA Computer Games Design Teesside University."— Presentation transcript:

1 Dojo Jamie Smith BA Computer Games Design Teesside University

2 What is Dojo? Modern 2.5D fighting game with retro style Focus on fighting and various styles as opposed to fantasy violence Re Imagining of the 1980s Fighting Genre Jamie Smith – Vis Awards 2010

3 Who Would Play It? Jamie Smith – Vis Awards 2010 Male gamers mainly Gamers of a mature age – 13+ Older gamers who owned an Atari 2600 or Commodore 64. Those who take an interest in martial arts

4 Jamie Smith – Vis Awards 2010

5 Man vs Man Focus on the fights No distractions or outside influences Jamie Smith – Vis Awards 2010

6 Criticisms & Enhancements Taken everything people love about fighting games, out of the game: - Special Moves - Health Bars - General Exaggerations Body Part Specific damage system isn’t enough game play Taking jumping out of the game may be too extreme and limit the player too much Game doesn’t reward players equally for defensive/attacking tactics Jamie Smith – Vis Awards 2010

7 Game play Tweaks Fighter styles compliment and contrast with each other, based on abilities Flip game play. Allows tide to be turned when player is under pressure Special buttons allow for game to be changed further A timer is set at the start of each round for both players, hitting the opponent adds more time. The timer starts at 10 seconds for both players, similar to chess. Jamie Smith – Vis Awards 2010

8 Every character is divided into three hit zones based on their fight style and stature. Head, Body, Legs. Jamie Smith – Vis Awards 2010

9 What happens when ‘x’ fights ‘y’? Fights should be intimidating to the player Height, Reach, Strength, Chin, Speed – All important Factors Helps influence changes in tactics Key Low Damage Mid Damage High Damage Jamie Smith – Vis Awards 2010 Damage System

10 Characters Jamie Smith – Vis Awards 2010 ATT Strength DEF Strength ATT Weakness DEF Weakness SpeedPowerChinHealthTacticsHead Defence BoxerBodyLegs Head Body 3444Player must counter attack and aim to damage unblocked head Puts arms up to guard head SumoBody NoneHead1554Player must avoid arm strikes and plug away at getting numerous body hits Uses arms to push opponent away if they get too close Martial Artist LegsNoneBodyHead Legs 5325Player aims to damage legs whilst also trying to avoid leg counters Nullifies opponent attack by grabbing limb Due to the head being high priority for all characters, each character will have a move that actively blocks the head. The head would only be able to be used to be attacked, not to attack. Speed – Affects speed of attacks, blocks and movement Power - Affects the amount of damage inflicted Chin - Affects the amount of damage taken Health – Determines amount of starting health

11 See-Saw Levels Levels based on solitary arena’s: -Skyscraper -Cliff -Bridge -Dojo Each level has a peril that influences the player to avoid complete defensive game play ‘Flip’ allows players to switch the situation in their favour, if they are backed towards a the edge Stages are fairly confined to keep battles quick and on edge Levels are designed to have no bias, but can feel like they favour one player if they are in a better position

12 Control Scheme Focus on not using every button Fighters Right handed stance by default Punch and Kick are mapped to two buttons Combos, crouching and jumping attacks also Block Defends against attacks Counter if timed correctly Counter does double damage and hits opponents initial attempt

13 Control Scheme Special Only one per match Hits opponents head within range Rage Only one per match Double Damage at expense of half health bar Flip Counter’s a bad situation Only way to get on opponents side Can be countered, but not blocked Three blocks in a row gives an extra piece of health Three hits in a row gives an extra flip

14 Game Modes Realism 3 points for head, 2 points for body, 1 point for legs Counter, Flip and Special are removed Once player is hit, game is reset and the round starts again. First to 10 wins the match Similar to CoD hardcore mode or Fight Night Round 3/UFC default Classic No health bars on screen Indication is given when Rage is activated First to two rounds, wins Arcade Health Bar’s Present All Important Icon’s Present Fully viewable version of the game without restrictions First to two rounds, wins 14

15 Timer Explanation Jamie Smith – Vis Awards 2010 Player A hits Player B, Player A gains 2 seconds Both Player’s start with 10 seconds Player A hits Player B, Player B blocks. Player B gains 2 seconds PLAYER A: 10 secs PLAYER B: 10 secs PLAYER A: 12 secs PLAYER B: 10 secs PLAYER A: 10 secs PLAYER B: 12 secs +2 Secs Also taking into account fighter abilities....

16 Continued Jamie Smith – Vis Awards 2010 START END BOXER: 10 secs Health: 10 SUMO: 10 secs Health: 10 BOXER: 8 secs Health: 8 SUMO: 12 secs Health: 10 BOXER: 10 secs Health: 8 PLAYER B: 10 secs Health: 9 Sumo hits Boxer Boxer hits Sumo

17 Full Battle Jamie Smith – Vis Awards 2010 BOXER: 10 secs Health: 10 SUMO: 10 secs Health: 10 Sumo hits Boxer BOXER: 8 secs Health: 8 SUMO: 12 secs Health: 10 Boxer hits Sumo BOXER: 10 secs Health: 8 PLAYER B: 10 secs Health: 9 Boxer hits Sumo BOXER: 12 secs Health: 8 PLAYER B: 8 secs Health: 8 Boxer hits Sumo BOXER: 14 secs Health: 8 PLAYER B: 6 secs Health: 7 Boxer hits Sumo BOXER: 14 secs Health: 8 PLAYER B: 6 secs Health: 6 Sumo hits Boxer BOXER: 12 secs Health: 6 PLAYER B: 8 secs Health: 6 Sumo hits Boxer BOXER: 10 secs Health: 4 PLAYER B: 10 secs Health: 6 Sumo hits Boxer BOXER: 8 secs Health: 2 PLAYER B: 12 secs Health: 6 Sumo hits Boxer SUMO WINS

18 Jamie Smith – Vis Awards 2010 FLIPRAGE Other Factors SPECIAL ARENA EDGE +1 FLIP +1 HEALTH BLOCK

19 Game play Rewards Players are rewarded for tactical game play, waiting for the opponent to strike first and successfully countering Players are rewarded for attacking game play, extra time is given. Both health and time advantage Defensive game play is rewarded handsomely, but can also be heavily punished Players are rewarded for attempting to hit areas that damage the opponent more

20 Winning Conditions Player empties opponents health bar Player knocks opponent off ledge Either player’s timer runs out

21 To discourage cheating Each hit to the same area, does less and less damage Pressing of buttons can only be done amount of times per match, limitations added to more ‘popular’ buttons Each stage has a peril/limit, to discourage complete defensive game play – players constantly backing off Player’s each have one flip to start with, so skilful player’s will get out of a tight situation if they use theirs and the opponent counters AI could determine player style and attempt new tactics, if players repeat actions Jamie Smith – Vis Awards 2010

22 Level Design Jamie Smith – Vis Awards 2010 Fight 1Fight 2Fight 3Fight 4 Fight 5 Mirror Final Fight Linear progression through single player Changing of tactics between fights keeps player’s on toes Several difficulty settings Facts/Images/Advice given on screens before battles Player is informed of tactics upon failing a fight

23 Rewards Jamie Smith – Vis Awards 2010 3 Characters to begin with Beat Character ‘A’ Unlock Character ‘A’ Beat Character B Unlock Character ‘B’ Complete Classic Mode Unlock Arcade Mode Complete Arcade Mode Unlock Realism Mode Complete Realism Mode Unlock Alternate Mode Versions Beat any mode with Character A Unlock ‘Fight Style’ video of Character A Beat any mode with Character B Unlock ‘Fight Style’ video of Character B Modes Character Unlocks Video Unlocks

24 Considerations Changes to the hit-based system. E.g. A Sumo can take alot of punches to the stomach. Design tailored to fit that of a turn based fighter ‘Rewinds’ in training – player can re-play a move that hit them to learn how to react or deal with the situation Limbs are mapped to each of the four controller buttons, changes game play strategy Timer in matches, champion loses by default if they don’t win a match. Could be exploited. Levels could deteriorate over time, if neither player seems to be finishing off the battle. Timer’s could be linked with the distances between opponents, a player may be hit and the opponent backs off to win by time. Timer could freeze at ‘y’ distance to deter this. Jamie Smith – Vis Awards 2010

25 Jamie Smith smithstock@hotmail.com Q&A Jamie Smith – Vis Awards 2010


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