Fortress Assault
In this past days I have been working on the tiles of the map, only grass for now, and the characters design. The developers team managed to add a few features regarding user control on the board.
15th April 2017
Welcome to thy Medieval tactical warfare experience
Fortress Assault, is a medieval strategy (tactical) game. The game will be turn-based, have an internal economy, both players will start with the same conditions and progress throughout the game. The main goal is to destroy the enemy’s
Castle.
So far, the Gameplay is being worked on by the developers team while the visual graphics are left to me.
The logo was the first thing that I’ve done for the project. Initially it lacked some textures and with nice suggestions coming from my team mates we got the logo to a final version that everyone seemed to be happy with.
We chose a Facebook group as the main communications channel between the stakeholders during the early process of the development cycle. The quick response time of all the involved members determined that it was a good call.
Right now, I have the tiles of the map to focus on, as well as the game menus but these ones are quite on hold because the developers team is not one hundred percent sure if the game is going to have some fantasy/magic or just a medieval theme, and those things are important for me to know so I can come up with some nice game menus, especially the main one, which is usually the first impression of every game. This game is in development by me and the others students of Instituto Superior Técnico de Lisboa(Guilherme Gomes, João Ribeiro e Tomás Carvalho).
There’s already a first engine demo and the progress can be followed on the project’s blog
FORTRESS ASSAULT - mdjgroup6.wordpress.com
Welcome to thy Medieval tactical warfare experience
31st March 2017


Reference used for the concept of the game

We chose a Facebook group as the main communications channel

During this past days we've been struggling trying to decide how we were going to view the characters, whether with a completely top-down view or with a view in which we can see partially the side. We decided to go with a completely top-down view and that's what I'm working on right now.
We have developed a demo to see if the battle system is working properlly.
https://www.youtube.com/watch?v=uk783_oE9WQ&feature=youtu.be
30th April 2017



In this past two weeks the game has started to gain some shape!
I did all the walking animations for the characters, still working on their attacks. I had to change the tiles again and I'm triyng to figure out how to make a good looking border tiles but that won't take too long. The main menu is almost done, like 90%, but I'll only show it when it's done, no hurt feelings!
15th May 2017
Fortress Assault
Guilherme Filipe
The day has arrived, the day that I can say I finally finished everything!
It was a lot of work but I'm glad to see that I was able to push myself further in order to learn new things!
In the last post I had shown my sprites for the walking animations for my characters and said that I was finishing the inicial menu but now that everything is done, here's what I contributed for in this project:
- logo;
- 3 characters (different colors for each player);
- tiles (grasss, water):
- border;
- outposts;
- fortress blocks;
- fortresses;
- ballista;
- characters' walking animations;
- characters' attack animations (some involve projectiles);
- the HUD, all the health bars, range, defense, etc, minimap, swordsman icon, archer icon, alchemist icon;
- passing turns labels and background images;
- inicial menu image, layout and buttons;
- game over screen;
- finally but not least, the poster.
I converted the sprite sheets into animated gifs (as you can see above) so you could see how the attack and walking animations ended up like. I also designed the tiles with lots of details, like saliences on each side of the tile, so they could fit well with tiles of different types (like water and grass, for example), however due to time managing problems the developers weren't able to complete the "puzzle" and design the battlefield as I proposed, neither they were able to put in the programing part the attack animations, so I took the time to do the gifs so you can see my actually idea working and the map as originally I planed it to be.
The day we were all expecting arrived. MOJO, the event where we were going to show our games to a bigger and more diversified audience. May 30th was marked by that event on IST (Instituto Superior Técnico), you can follow some pictures above to see what happended.
It was a very good experience because people who saw our game for the first time were able to give opinions of details that have never crossed our minds, we were even able to do some changes in that exact same day and implement them before the day ended based on the feedback our players gave.
This 3 months experience was very good because I pushed myself out of my own boundaries and was always learning new things, including teamwork, I do think I enhanced my habilities and judgement in order to have a better work flow in a team.
MOJO was particular part of this special experience, not only I was playing games the all day, but by testing them I absorbed so many new ideas that I can use for future projects. Another important part, I think it was that a few percentage of our players were teachers and that was very good because they give opinions of details that students don't.
For this project me and my teammates are thinking in continuing it, at least we want to have it completely done!