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@TheArzhel TheArzhel released this 06 May 21:45
· 1842 commits to master since this release

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