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! Follow us at www.mdjgroup6.wordpress.com Guilherme Gomes 76464 [email protected] João Ribeiro 77209 [email protected] Tomás Carvalho 86264 [email protected]
© Copyright 2026 Paperzz