Releases: Broken-Gem-Studio/The-Witcher-Ties-of-Destiny
Gold
The Witcher - Ties of Destiny
The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.
HOW TO PLAY
GENERAL (Both Characters)
Move: Left Joystick
Dash: A
Light Attack: Y
Medium Attack: B
Heavy Attack: Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)
Dash
Using the Dash by pressing A lets you quickly move on a straight line, but also drains your stamina. Keep an eye on it!
Combos
Both characters can perform a superior version of their regular attacks by doing 3 of the same type one after the other!
They have special effects and do greater damage!
- Light Combo: Y -> Y -> Y
- Medium Combo: B -> B -> B
- Heavy Combo: Y+B -> Y+B -> Y+B
Potions
Previous Potion: Left Arrow
Next Potion: Next Arrow
Drink Potion: Right Button (RB)
Pick Up Potion: Up Arrow
Drop Selected Potion: Down Arrow
Consumable items can be found inside destructible barrels and boxes!
- Health Potion (Red): Instantly Recover Health and gain Health Regeneration
- Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
- Power Potion (Magenta): Increase Damage
Pick them up with Up Arrow and drink them with Right Button or share them with your partner by dropping them using Down Arrow.
GERALT
Abilities
Ability (Aard Cone Push): X
Your ability, the Aard Sign, allows you to knock back enemies around and in a cone in front of you.
You can use it by pressing X, but afterwards it will need some seconds to recharge.
Ultimate (Potion Boost): Trigger Left + Trigger Right
Your ultimate, the Potion Boost, increases your speed, health regeneration, and damage for a set time.
You can use it by pressing Both Triggers, but afterwards it will need 1 minute to recharge.
Combos
- Swift Slash:
- Execution: Light -> Light -> Light ( Y -> Y -> Y )
- Effect: Quick downwards slash that stuns enemies.
- Sweeping Arc:
- Execution: Medium -> Medium -> Medium ( B -> B -> B )
- Effect: Large horizontal sword sweep that knocks back enemies.
- Twirling Swing:
- Execution: Heavy -> Heavy -> Heavy ( Y+B -> Y+B -> Y+B )
- Effect: Fast twirl ending with an upwards slash that stuns enemies.
Sword Techniques
Chain 4 attacks consecutively to even more powerful combos!
You can automatically execute them with the next button combinations:
- Claymore Crush:
- Execution: Light -> Medium -> Heavy -> Heavy ( Y -> B -> Y+B -> Y+B )
- Effect: Slow spin ending with a frontal demolishing slash that damages and knocks back enemies.
- Whirlwind Slide:
- Execution: Medium -> Heavy -> Light -> Light ( B -> Y+B -> Y -> Y )
- Effect: Frontal slide followed by a swift spin that damages and knocks back enemies.
- Triple Strike:
- Execution: Heavy -> Light -> Medium -> Medium ( Y+B -> Y -> B -> B )
- Effect: Two sword strikes on the sides while moving forward finishing with a frontal one that damages and stuns enemies.
JASKIER
Abilities
Ability (Perform Song): X
Your ability, the Song Performance, allows you to play magical melodies for various effects.
You can use it by pressing X and has no recharge time, but it requires the right combination of buttons.
Ultimate (Concert): Trigger Left + Trigger Right
Your ultimate, the Concert, creates a magical area that damages all enemies within for 3 seconds, ending with a destructing finale.
You can use it by pressing Both Triggers, but afterwards it will need 1 minute to recharge.
Combos
- Crescendo:
- Execution: Light -> Light -> Light ( Y -> Y -> Y )
- Effect: Swift frontal uppercut that knocks back enemies.
- Triplet:
- Execution: Medium -> Medium -> Medium ( B -> B -> B )
- Effect: Quick downwards slam that stuns enemies.
- Grave Finale:
- Execution: Heavy -> Heavy -> Heavy ( Y+B -> Y+B -> Y+B )
- Effect: Wide seep that knocks back enemies.
Bard Melodies
Perform attacks in the right order, consecutively or not, to prepare melodies.
You can execute them by pressing X with one of the following combinations active:
- Bait and Beat:
- Execution: Light -> Medium -> Heavy -> Heavy ( Y -> B -> Y+B -> Y+B )
- Effect: Taunt enemies as you move and then knock them back around you.
- Piercing Riff:
- Execution: Medium -> Heavy -> Light -> Light ( B -> Y+B -> Y -> Y )
- Effect: Slam a spiral of magical power in a line in front if you to damage enemies.
- Dazzling Encore:
- Execution: Heavy -> Light -> Medium -> Medium ( Y+B -> Y -> B -> B )
- Effect: Slam a giant and wide cone in front of you that damages and stuns enemies.
Enemies
New Enemies introduced from two factions:
Bandits(humanoids):
-Lumberjack
-Archer
Ghouls(Monsters)
-Tank Ghoul
-Walker Ghoul
-Minion Ghoul
Camera
About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.
Broken Engine by Broken Gem Studio
Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.
ALPHA 2 DEVELOPMENTS
- Rendering Improvements (Water shader, particles, ...)
- New Enemies & Behaviours
ALPHA DEVELOPMENTS
UI
- Main Menu properly done
- Pause Menu in-game
- Game Loop
Artificial Intelligence & Enemies
- Different Enemies Created with Behaviours and Actions
General Experience
- Animations & Attacks Soften and Improved to give a better Hackn'Slash feel
Scenario
- Lighting Improvements
- Level Art & Illumination Improved
- Level Colliders & Level Display Improved
- Skybox Implemented
- Water Implemented under the bridge
- Materials in the Scene Improved
VS3 DEVELOPMENTS
General Experience
- Physics Improvements
- Particles System Improvements (texturing & billboarding)
- Audio Extended & Improved (more sounds, music & transitions)
Combat System & Characters
- 2 Different Playable Characters
- Extended Abilities for Players
- Potions as Items to use
- Smoother Animations
- Combat System with 2 Enemy types
Scenario
- Ligthing & Materials System
- Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
- Breakable Prop
- Blockouts Improvement
UI
- Game Loop, UI & HUD Added & Extended
- Initial Narrative
VS1 DEVELOPMENTS
- Collision system
- Animation system
- Particle system
- User Interface system
- Audio system
- Multithreading system
- Camera
- Characters running, walking, using dash movement, using light and heavy attack
- Level 1 block-out with 2 full props
- Combos
TOOLS USED
- Microsoft Visual Studio 2019
- Visual Studio Code
3rd Party Libraries used:
- SDL 2.0.10
- Assimp 3.3
- Glad 0.1.33
- ImGui 1.72b (with beta docking)
- ImGuizmo
- MathGeoLib 1.5 (commit 1994)
- OpenGL 4.4
- MMGR
- DevIL 1.8.0
- JSON for Modern C++
- PhysFS
- PhysX
- Lua
- GPUDetect
- ParShapes (Commit 281)
- Recast
LINKS
- https://twitter.com/BrokenGemStudio (TWITTER PAGE)
- https://github.com/Broken-Gem-Studio (ORGANITZATION GITHUB)
- https://github.com/Broken-Gem-Studio/Broken-Engine (ENGINE REPOSITORY)
- https://github.com/Broken-Gem-Studio/The-Witcher-Ties-of-Destiny (GAME REPOSITORY)
RELEASE LINKS
- https://github.com/Broken-Gem-Studio/The-Witcher-Ties-of-Destiny/releases (GAME)
- https://github.com/Broken-Gem-Studio/Broken-Engine/releases (ENGINE)
License:
MIT License
Copyright (c) 2019 Broken Gem Studios
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
PhysX License
Copyright (c) 2018-2019 NVIDIA Corporation. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of NVIDIA CORPORATION nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior w...
Beta v3
Broken Engine version 1.2
This is a build for testing purposes.
Beta v2
Engine Build v0.1.1 # CHANGELOG v0.1.1 ### General Notes All FBX should be exported from other programs (as 3Ds Max) in **meters** When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too. Old scenes should be loaded & working. Is your engine now :) ### General Fixes & Additions * Solved import assets null path crash * Aspect Ratio and screen size is fixed now for engine game builds (to fullscreen) * Added fixed Aspect Ratio mode in editor * Scripting (general) functions to get game pause and get/set game objects scale as well as another one to set/get UI Elements positions ### Rendering, Lighting & Materials * Implemented Rim Light effect for materials * Light Shadows Frustum save/load fix (wasn't loading the frusutm planes) ### Particles * Scale Over Time separated Axis implementation * AABBs Optimizations for particles culling and visual updates * Particles rotations affected by GObj global rotation (modifiable from editor!) * Particles can follow emitter now (and be affected by its orientation) * Particles can be now meshes :D (emitters will emmit meshes) ### Physics * Disabled PhysX debugger & improved performance by using build-version libraries of PhysX ### Animation * Solved bug of pause resetting animation * Normals now follow animated mesh
Forest_Scene
For 08/06/20 QA session
Beta
The Witcher - Ties of Destiny
The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.
HOW TO PLAY
GENERAL (Both Characters)
Move: Left Joystick
Dash: A
Light Attack: Y
Medium Attack: B
Heavy Attack: Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)
Dash
Using the Dash by pressing A lets you quickly move on a straight line, but also drains your stamina. Keep an eye on it!
Combos
Both characters can perform a superior version of their regular attacks by doing 3 of the same type one after the other!
They have special effects and do greater damage!
- Light Combo: Y -> Y -> Y
- Medium Combo: B -> B -> B
- Heavy Combo: Y+B -> Y+B -> Y+B
Potions
Previous Potion: Left Arrow
Next Potion: Next Arrow
Drink Potion: Right Button (RB)
Pick Up Potion: Up Arrow
Drop Selected Potion: Down Arrow
Consumable items can be found inside destructible barrels and boxes!
- Health Potion (Red): Instantly Recover Health and gain Health Regeneration
- Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
- Power Potion (Magenta): Increase Damage
Pick them up with Up Arrow and drink them with Right Button or share them with your partner by dropping them using Down Arrow.
Alpha 2 Build
The Witcher - Ties of Destiny
The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.
HOW TO PLAY
GENERAL (Both Characters)
Move: Left Joystick
Dash: A
Light Attack (Fast!): Y
Medium Attack (Versatile!): B
Heavy Attack (Powerful!): Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)
Items
Previous Item: Left Arrow
Next Item: Next Arrow
Consume Item: Right Trigger Button (RB)
Consumable items can be found inside destructible barrels and boxes!
- Health Potion (Green): Instantly Recover Health and gain Health Regeneration
- Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
- Power Potion (Magenta): Increase Damage
GERALT (Controller 1)
Ability (Aard Cone Push): X
Ultimate (Potion Boost): Trigger Left + Trigger Right
Time your attacks right! Only pressing the button before the very end of each attack will
register to make a combo key string. Pay attention to Geralt's movements, observe the length
of its attacks and press the button by the end, when he slows down to ready for the next.
You ability, the Aard Sign, allows you to knock back enemies in a cone in front of you.
Your ultimate, the potion boost, increases your speed, health regeneration, and damage for a set time.
You can perform amazing combos with the next button combinations:
Light-Light-Heavy-Medium ( Y / Y / Y+B / B )
Medium-Heavy-Medium-Light ( B / Y+B / B / Y )
Heavy-Medium-Light-Heavy ( Y+B / B / L / Y+B )
Current Testing Placeholders:
Light-Light-Light-Light ( Y / Y / Y / Y )
Medium-Medium-Medium-Medium ( B / B / B / B )
Heavy-Heavy-Heavy-Heavy ( Y+B / Y+B / Y+B / Y+B )
JASKIER (Controller 2)
Ability (Perform Song): X
Ultimate (Concert): Trigger Left + Trigger Right
Order your songs in the right order to create melodies with powerful effects! Perform attacks
in the correct order to create button strings, and then use your ability (X) to perform a song.
If your current string matches one of the possible melodies, you will perform it!
Unlike Geralt, these don't require timing nor continued attacks, just the correct order.
Your ultimate, the concert, plays a damaging song around you for a while and ends with a slamming area finisher!
Jaskier Melodies:
Light-Light-Light-Medium ( Y / Y / Y / B )
Medium-Medium-Heavy-Light ( B / B / Y+B / Y )
Heavy-Heavy-Medium-Heavy ( Y+B / Y+B / B / Y+B )
Current Testing Placeholders:
Light-Light-Light-Light ( Y / Y / Y / Y )
Medium-Medium-Medium-Medium ( B / B / B / B )
Heavy-Heavy-Heavy-Heavy ( Y+B / Y+B / Y+B / Y+B )
Song Effects:
1: Slam a line of magic power in front if you to damage enemies.
2: Slam a giant and wide cone in front of you that damages and stuns enemies.
3: Taunt (not implemented) enemies as you move and then knock them away around you.
Enemies
New Enemies introduced from two factions:
Bandits(humanoids):
-Lumberjack
-Archer
Ghouls(Monsters)
-Tank Ghoul
-Walker Ghoul
-Minion Ghoul
Camera
About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.
Broken Engine by Broken Gem Studio
Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.
ALPHA 2 DEVELOPMENTS
- Rendering Improvements (Water shader, particles, ...)
- New Enemies & Behaviours
ALPHA DEVELOPMENTS
UI
- Main Menu properly done
- Pause Menu in-game
- Game Loop
Artificial Intelligence & Enemies
- Different Enemies Created with Behaviours and Actions
General Experience
- Animations & Attacks Soften and Improved to give a better Hackn'Slash feel
Scenario
- Lighting Improvements
- Level Art & Illumination Improved
- Level Colliders & Level Display Improved
- Skybox Implemented
- Water Implemented under the bridge
- Materials in the Scene Improved
VS3 DEVELOPMENTS
General Experience
- Physics Improvements
- Particles System Improvements (texturing & billboarding)
- Audio Extended & Improved (more sounds, music & transitions)
Combat System & Characters
- 2 Different Playable Characters
- Extended Abilities for Players
- Potions as Items to use
- Smoother Animations
- Combat System with 2 Enemy types
Scenario
- Ligthing & Materials System
- Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
- Breakable Prop
- Blockouts Improvement
UI
- Game Loop, UI & HUD Added & Extended
- Initial Narrative
VS1 DEVELOPMENTS
- Collision system
- Animation system
- Particle system
- User Interface system
- Audio system
- Multithreading system
- Camera
- Characters running, walking, using dash movement, using light and heavy attack
- Level 1 block-out with 2 full props
- Combos
TOOLS USED
- Microsoft Visual Studio 2019
- Visual Studio Code
3rd Party Libraries used:
- SDL 2.0.10
- Assimp 3.3
- Glad 0.1.33
- ImGui 1.72b (with beta docking)
- ImGuizmo
- MathGeoLib 1.5 (commit 1994)
- OpenGL 4.4
- MMGR
- DevIL 1.8.0
- JSON for Modern C++
- PhysFS
- PhysX
- Lua
- GPUDetect
- ParShapes (Commit 281)
- Recast
Test Build Alpha1
New Engine Build v0.5.1 # CHANGELOG v0.5.1 ### General Fixes * NavMesh Bug (on tiling) Fixed * Uniforms Save/Load on Shaders fixed (now we can add water :D) * Objects Naming by type * Problem with timing (dt) fixed, now velocities should be re-adjusted, but dt works as it shoul * (minor) Debug draw window now isn't closed at selection * UI Images now can be colored * Button bug getting a texture that it hadn't, fixed
Alpha_1
The Witcher - Ties of Destiny
The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 4 players will have to go through different stages, killing different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.
HOW TO PLAY
Move around with the left joystick. Make a light attack with the X button, a Heavy Attack with the Y button and evade with A.
You can perform amazing combos with the next button combinations:
Y-X-X-X
X-X-X-Y
X-Y-Y-X
X-X-Y-X
About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.
Broken Engine by Broken Gem Studio
Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.
VS3 DEVELOPMENTS
General Experience
- Physics Improvements
- Particles System Improvements (texturing & billboarding)
- Audio Extended & Improved (more sounds, music & transitions)
Combat System & Characters
- 2 Different Playable Characters
- Extended Abilities for Players
- Potions as Items to use
- Smoother Animations
- Combat System with 2 Enemy types
Scenario
- Ligthing & Materials System
- Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
- Breakable Prop
- Blockouts Improvement
UI
- Game Loop, UI & HUD Added & Extended
- Initial Narrative
VS1 DEVELOPMENTS
- Collision system
- Animation system
- Particle system
- User Interface system
- Audio system
- Multithreading system
- Camera
- Characters running, walking, using dash movement, using light and heavy attack
- Level 1 block-out with 2 full props
- Combos
TOOLS USED
- Microsoft Visual Studio 2019
- Visual Studio Code
3rd Party Libraries used:
- SDL 2.0.10
- Assimp 3.3
- Glad 0.1.33
- ImGui 1.72b (with beta docking)
- ImGuizmo
- MathGeoLib 1.5 (commit 1994)
- OpenGL 4.4
- MMGR
- DevIL 1.8.0
- JSON for Modern C++
- PhysFS
- PhysX
- Lua
- GPUDetect
- ParShapes (Commit 281)
LINKS
- https://twitter.com/BrokenGemStudio (TWITTER PAGE)
- https://github.com/Broken-Gem-Studio (ORGANITZATION GITHUB)
- https://github.com/Broken-Gem-Studio/Broken-Engine (ENGINE REPOSITORY)
- https://github.com/Broken-Gem-Studio/The-Witcher-Ties-of-Destiny (GAME REPOSITORY)
RELEASE LINKS
- https://github.com/Broken-Gem-Studio/The-Witcher-Ties-of-Destiny/releases (GAME)
- https://github.com/Broken-Gem-Studio/Broken-Engine/releases (ENGINE)
License:
MIT License
Copyright (c) 2019 Broken Gem Studios
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Vertical Slice 3
BUILD
camera
minimun combat features
Enemies
especial atack
combos
jaskier
Hud
Game loop test
Intro to show narrative
Main menu
blockout with finished parts
breakable prop
particle system billboarding
Vertical Slice
1.2 Uploaded new Engine Build