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39.0 2.0 8.0 1.06 GB

3D RTS Game made with Unity

License: MIT License

C# 5.98% Mathematica 90.68% ShaderLab 1.44% HLSL 1.90%
3d videogame rts-game csharp unity golden-armor hostile-kingdom

hostilekingdom's Introduction

Logo

Hostile Kingdom is a 3D Videogame that combines RTS and roleplay in a medieval fantasy cartoon world that will transport the player into a sad land where every leaving creature is unfriendly & the sun never shines.

The game will follow the adventures of an unkwnown knight and his company. Estrategical & parallel battles, lots of secret areas, treasures & customizable options are the basic stuff you will find followed of a continous dangerous world, relentless skeletons, sly goblins & evil necromancers.


The Golden Armor Company™

Logo

This little enterprise made by four videogame students belongs to the Superior Schoool of Comunication, Image & Sound CEV. The project is ambitious, although it's a school subject.

Contact Information


License

This product has a MIT License

hostilekingdom's People

Contributors

benxie2016 avatar camachin avatar canogar avatar colini23 avatar ivanperzo avatar ludwigniklas avatar quooler avatar sibbar avatar

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hostilekingdom's Issues

Environment Village - Urban Structure

The organization & distribution of the city buildings along the game map to form a village.

EXPECTED RESULT:

A big city in the game map scene with concrete streets & a principal square in the middle of the town.

Implement Fog of War in gameplay

An RTS Style fog of war.

EXPECTED RESULTS:

A functional fog of war implemented in the gameplay to make the game more difficult for the player. It will hide all the map so te player will have to explore to discover secrets & keep on the story.
It will be implemented in the Fog of war script which will manage its behaviour.

References:

LoL


Civilization VI


Others

Environment village - 3D Models

All the city buildings & props necessary to form a city in the gameplay map.

First Village

  • Market - Alberto
    • 3d Model
    • UVS
    • Texture
  • Forge - Alberto
    • 3d Model
    • UVS
    • Texture
  • Church - Alberto
    • 3d Model
    • UVS
    • Texture
  • Bridge - Alberto
    • 3d Model
    • UVS
    • Texture
  • Water well - Alberto
    • 3d Model
    • UVS
    • Texture
  • House -1- Adria
    • 3d Model
    • UVS
    • Texture
  • House -2 - Adria
    • 3d Model
    • UVS
    • Texture
  • House -3 - Adria
    • 3d Model
    • UVS
    • Texture
  • Farm - Adria
    • 3d Model
    • UVS
    • Texture
  • WaterMill - Alberto
    • 3d Model
    • UVS
    • Texture
  • Barracks - Alberto
    • 3d Model
    • UVS
    • Texture
  • Tavern - Marc
    • 3d Model
    • UVS
    • Texture
  • Other Assets .. (tables, chests, decoration... )

EXPECTED RESULT:

Finished town (with all assets) with the textures to be able to export unity.
Links to finished assets:

Programming GOD Mode logic & implementation

A GOD Mode during gameplay which unlocks some extra functions.

  • No fog of war
  • Can teleport the units to any place
  • Units immunity

EXPECTED RESULT:

An script which manages if the GOD mode is enabled & gives the extra functions to the player.

Design & Implement character abilities

The behaviour of every character skill & his implementation coding.

  • Hero
    • 1st Skill Design
    • 2nd Skill Design
    • Implementation in Unity Project

  • Mage
    • Skill design
    • Implementation in Unity Project

  • Soldier
    • Skill design
    • Implementation in Unity Project

  • Archer
    • Skill design
    • Implementation in Unity Project

EXPECTED RESULT:

All the playable units with some skills & the hero with active abilities which can be activated & controlled by the player.
Abilities are driven by the input manager.

References of expected results:

Sudden Strike 4

Heroes Charge

First level design & implementation

Design a first level map in 2D art. Then create a 3D Model to implement into the game.

  • 2D Design.
  • 3D Modelling.
  • Implement in Unity3D.

EXPECTED RESULT:

A game map design image & a game map model with some secret places & a big extension to let the player explore the terrain by themself.

Ally Character - Magician 3D Model

The character that is controlled by the player.

  • Character 3D Model
    • High Poly
    • Low Poly
    • UVs
    • Texture
  • Character Rigging
    • Rigging
  • Character Animation
    • Idle
    • Walk
    • Run
    • Attack
    • Passive Hability

EXPECTED RESULT:

He is a young magician and He has a thin body with agile movements

Draw Game Asset & Character thumbnails

Draw 12 characters thumbnails & 12 props thumbnails which would help to take ideas for concept art of the game.

  • 12 Character silhouettes
  • 12 Prop silhouettes

EXPECTED RESULT:

Two files: First & Second with 12 thumbnails in; one with props and the other with characters.

Butterfly Model & Animation

  • 3D Model
  • UVS
  • Texture
  • Animation

EXPECTED RESULT:

Finished a butterfly model the textures and animation to be able to export unity.

Enemy - Drake (Boss) 3D Model

Make the Dragon, the boss of the first level.

It is very strong

  • Character 3D Model
    • High Poly
    • Low Poly
    • UVs
    • Texture
  • Character Rigging
    • Rigging
  • Character Animation
    • Idle
    • Walk
    • Run
    • Fly
    • Attack
    • Passive Hability

EXPECTED RESULT:

A Model

Implement animation between scenes

  • From Title menu to gameplay scene
  • From gameplay to Tavern menu
  • From gameplay to Victory Screen
  • From Victory screen to Title menu
  • From Defeat menu to Title menu
  • From Defeat menu to level reset

EXPECTED RESULT:

Fade animation everytime the player changes the scene.
The level logic manager script implements the fade function between scenes.

Implement controls logic & Mechanics behaviour

Controls logic with mechanics.

Selection

  • Selection Unit (Left Click above unit)
  • Multiple Unit Selection (Left Click + Left or Right Shift above units)
  • Drag Selection (Left Hold around units)

Camera Movement

  • Self Position (WASD keys or put mouse in screen borders)
  • Self Rotation (ScrollWheel Click or QE keys)
  • Zoom (ScrollWheel scrolling)

Unit Control

  • Attack (Right Click above enemy)

  • Movement (Right Click into the ground)

  • Hero Skill (Left Click above his card or Number 1 key)

  • Pause (Escape Key)

  • Game & Menu buttons (Left Click above the button)

  • Tavern/Map/Inventory (Left Click above the button or M key)

EXPECTED RESULT:

Full management of the units for the player, control the destination & actions which every character will do & control the camera moving around the map or rotating itself. Also extra actions like enter the options menu or see the map entering the tavern.
All this actions will be managed in a script that takes care of all the inputs of the game.

NPC - Mayor of the town 3D Model

The mayor of the town.

  • Character 3D Model
    • High Poly
    • Low Poly
    • UVs
    • Texture

EXPECTED RESULT:

He is the mayor of the town, he is an old dwarf and magician. He will give guides and missions to the player at the first level.

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