![]() |
|||||||||||||||
![]() |
![]() |
||||||||||||||
![]() |
|||||||||||||||
![]() |
![]() |
||||||||||||||
ONE VS ONE VERSION 1.0 The use of this software for commercial uses, is forbidden without authorization of the author. E-Mail : Gabriele Ponte Introduction This game has been developed in the version One vs One on the same computer, for the lack of such select in the almost totality of the commercial games: I have looked for, in other words, to privilege the direct contact with a human adversary to loss of a dimezzamento of the area of screen. The graphic motor of the 3D RAD, with which this software has been developed, allows in every way to also manage brightly the double screen on a computer of band average provided that endowed with fast video card. The Game Every player has three catapults and a dragon with which can launch his attacks; every player has three houses of reparation-restocking besides. From the sky they fall four types of stars Bonus that, if picked up, they allow to reload energy, the hits, etc. In this version of the game the initial disposition of the houses and the catapults are drawn out casually, to every new game, between eight different possible configurations. The Catapult The catapult is a slow weapon to move, but it allows to strike hidden targets thanks to its shot at parable. The time of recharge is slow, above all when is necessary to hit distant targets; to his favor it plays the good number of available hits (50) and the fact that shoots automatically when is not player-controlled. The Dragon The dragon is a good weapon of attack: he can resolve the fates of a game, if well used. The dragon allows to examine the ground from the tall one, he can shoot balls of fire to a good distance, and he has once a fast recharge time in comparison to the catapult when must strike far. To his disfavor it plays the dimension, that does some an easy target to brought closer distance and the availability of shells (25), that forces the same to often make restocking on the houses reparation, or looking for Bonus to the stars scattered in the scenery of game; besides it suffers serious damages if it goes to collide with the ground: more speed is tall to the moment of the collision, great they will be the damages. The Houses The houses fix the damages and they reload the shots of the friends unities. A shield that overhangs the house indicates the affiliation of it (yellow or red); when the house is reloading an unity, the shield turns more quickly, to emphasize the process of recharge. The houses can mend an unity only to the time and particularly that that finds him nearest to the same house. It is worthwhile therefore to already remove an unity position, to allow to another to repair. To the beginning of the game the houses have a recharge time very slow, that is able as to improve if the player picks up the stars bonus appropriated (double charge). The houses can be destroyed by the hits of the enemy and it are not possible to repair her. When a house is damaged over half its resistance is set fire but it continues to repair the adjacent unities; the following hits can destroy the house that will disappear from screen of game. The Stars The stars Bonuses fall from the sky to regular intervals, accompanied by a characteristic sound. In this version of the game the stars are of four different types:
In a future version of the game bonus could be created that provoke invisibility (to time), they have a dragon or a catapult eliminated previously revived, they lift a blanket of fog, eclipse of sun, rain or snow that slow down the mobility of the terrestrial unities, etc. The Screen Of Game The screen of game is divided in two zones: that to left for the player 1 (checked by the Joystick and keyboard) and that to the right for the player 2 (checked by the keyboard). |
|||||||||||||||
![]() |
The shields in the low part of the screen indicates the status of the respective unit of both the players.
The yellow strip calls the sudden damages and that blue the remaining shells. When an unit is destroyed, the shield appear totally black. The magic eye him active only when it shoots with the catapult: a virtual telecamera will follow the shot hit, in this way is been possible to follow the fall of the ball also being to the shelter of a hill or of a construction. |
||||||||||||||
|
|||||||||||||||
|
|
||||||||||||||
The game finish when all the enemy units are destroyed. In other game scenario are been possible to schedule other solutions:
GAME STRATEGY The player can choose of adopting an aggressive strategy or defensive strategy according to the start position of the game, that it is random.
Is always necessary to hold under control the shields in the inferior part of the screen and, if he sees that an unity suffers too losses, it is worthwhile to intervene moving the same unity to the shelter of a house, or also stepping backwards and contemporarily shooting against the attacking unity. Dragon is certainly a very good unit entry, thanks to its mobility and to the straight throw of its lights balls, but it becomes vulnerable in the refuelling phase, when that it must remain outstanding over to one of the refuelling house..take advantage !! The Catapult, can become also a good weapon of attack after some practice of draught, besides it is less visible than the Dragon in the movement between the valleys of the scenery; in the brought closer draught it allows to realize a number of superior throwing to that of the Dragon then and therefore to realize some real blitzes against the adversary's houses or the enemy Dragon, if picked to the shoulders, or left unguarded from the adversary that in the meantime he is moving one of his catapults. Good fun to everybody !! And write your impression-suggestions to me by E-mail with one mouse click on my signature. Graphics 2D and 3D, objects 3D, audio effects and code have been realized from: And excuse me for the non perfect English.. |