DRAGON & CATAPULT

ONE VS ONE VERSION 1.0

The use of this software for commercial uses, is forbidden without authorization of the author.
You can get a permission for the publication of Dragon & Catapult Ver. 1.0 contacting the author.
The author is available to the development of a version personalized of this game, that understands different sceneries of game and the option to one player.

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:

  • Star Max HEALTH regenerates the life of the unity that picks up it
  • Star Max SHELL reloads to the maximum value the available hits
  • Star SHIELD creates a semitransparent spherical shield around the unity that picks up it; the shield can absorb a certain number of hits variable, and then it disappears
  • Star DOUBLE CHARGE halves the time of recharge of the houses of reparation every time that is picked up

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 KEYS
Player 1
  • Movement of the catapult
  • Joystick 4 directions
  • Fire = holding pressed the key 1 of the Joy to increase the charge of the catapult and then release it
  • MOVEMENT of the Dragon
  • Joystick Left/Right to rotate
  • Joystick Up/Down to rise/descent altitude
  • Key 2 of Joy to increase speed
  • Key 1 of Joy to shoot
  • F1-F2-F3 to select the Catapults
  • F4 to select the Dragon
  • P = Pause
  • ESC = exit from game
Player 2
  • Movement of the catapult
  • Cursors keys
  • Fire =holding pressed the RETURN key to increase the charge of the catapult and then release it
  • MOVEMENT of the Dragon
  • Cursors keys Left/Right to rotate
  • Cursors keys Up/Down to rise/descent altitude
  • DEL to increase speed
  • RETURN to shoot
  • F5-F6-F7 to select the catapults
  • F8 to select the Dragon
END OF GAME

The game finish when all the enemy units are destroyed.

In other game scenario are been possible to schedule other solutions:

  • The destruction of the enemy castle
  • The harvest of a certain star numbers ( every unit is owner of the harvest star and, if the unity is destroyed, they comes except for also the star )
  • The finding of a particular object that becomes visible only to a certain distance from one of the unit
  • Ecc..

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.

  • AGGRESSIVE STRATEGY: the player tries to eliminate the Dragon adversary and the houses of restocking, not neglecting the harvest of the bonuses, that they allow him to perpetrate the attack supplying him constantly (the stars primarily fall in the central zone of the adjacent to map the castle)
  • DEFENSIVE STRATEGY: the player picks up his catapults around to an only house to guarantee a better defense and contemporarily he tries to pick up the greatest number of bonus Double Charge to speed up the process of Recharge/Reparation of the adjacent unities to the house.

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:

Gabriele Ponte

And excuse me for the non perfect English..