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End of Year Project 2015

Two Headed Ogre

A first person co-operative experience, where two players share control of a Two Headed Ogre. Both players contribute to movement while controlling either the melee or the magic aspects of our protagonist.

Protagonist

The protagonist is a two headed ogre called Headstrong and Hungry, Magic and Melee respectively.

Headstrong

Headstrong

Our melee character has the ability to bash and swing at enemies and is armed with a club that steals life from the enemies he attacks.  Our magic character is armed with the ability to conjure differing sizes of earthen boulders, able to charge them with kinetic force, and fire them towards their numerous enemies.

Hungry

Hungry

Magic and Melee

This technical demo therefore Melee and Magic abilities are somewhat limited. The completed edition of this game would have allowed for combination melee attacks and magic mixing for differing effects, such as:

  • Additional Magic Elements (Wind, Water, Earth, Fire)

  • Magic Combination (i.e. Wind + Water = Ice)

  • Weapon and Armor Upgrades

Co-Operative Play

The game is designed to encourage team work via the Movement Mechanic giving bonus speed to players that work together, and the ability to hit conjured earth boulders flying towards the enemy. Later iterations would have allowed for Melee and Magic effects to stack further as mentioned above.

Controls listed below

Technical Design

As programmer I was responsible for designing and implementing in game systems including the following:

  • Customer Game Controller

  • Custom Player Controller

  • Sound Library

  • Objective Management (Triggers, Quests, Checkpoints)

  • Combat Physics (Club/Magic v.s. Enemy)

  • Level/Scene Management

  • Enemy Artificial Intelligence

    • Behaviour Trees

      • Idle

      • Pursue

      • Attack

      • Death

      • Airbourne

      • Damage

  • Animation Controllers (Protagonist and Enemies)

    • Melee Arm

    • Magic Arm

    • Goblin Enemy

  • Spawn Controllers

  • User Interface

  • Editor Mode Manager (for disabling debug mesh renderers)

  • Destructible Assets

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The Team

AIE assigned us to teams so we could work together in creating our first major assessment.

Lead Programmer: Reece Howe
Lead/Level Designer: Russell Andersen
Designer: Kathy Smart
Environmental Artist: Kieran Mayer
Character Artist: Kristopher La

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Graduation 2016