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CPSC 4160/6160: Milestone 1 Presentation�

Ethan Anderson

CPSC 4160

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Game description

Name title:

Invasion of London: Forkbeard’s Call

Genre:

City Builder / Turn-Based Strategy

Prepare your village for the coming invasion of Sweyn Forkbeard, the Viking king seeking vengeance for the St. Brice's Day Massacre. In just 100 months, he will call upon your village for support in his assault on London. Build, grow, and raise an army, or face being wiped from history, lost forever in the shadow of his wrath.

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Game description

Game Objectives:

Maximize resource production

Handle random events

Create enough soldiers, boats, and weapons before the invasion

Organize your village

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Game description

Game Objectives:

Set upon a green field with a river running through it, the player must choose which buildings to construct and where. Each building costs resources and can take multiple turns to build. With only 100 months until Forkbeard calls upon your army, every choice must be calculated to ensure enough fully equipped soldiers are ready. ��Some buildings collect raw materials while others craft weapons and boats from those raw materials. Some buildings produce more when they’re near other buildings of a particular type. Builders can be added to enable more concurrent construction projects.

Every resource used to increase resource production are resources not being used to create soldiers.

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Game information

Skill rating: 10+ year-olds.

Requires strategic planning skills

Audience: 

  • Male and Females
  • Strategy Enthusiasts
  • Fans of Vikings
  • PC Gamers

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Game references

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Entities – Villagers

  1. Behavior
  2. Walks between relevant buildings
  3. Builders walk to their construction site
  4. Looks
  5. Will all look mostly the same besides some color differences
  6. Technically how you think you will manipulate this entity
  7. Basic path finding algorithm around the village using the grid
  8. Must be added and removed when buildings are built/demolished

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Entities – Buildings

  1. Behavior
  2. Follows the cursor when being placed by the player
  3. Holds still after being purchased and constructed
  4. Generates + consumes resources
  5. Looks
  6. Each building will have its own asset to match the theme
  7. Technically how you think you will manipulate this entity
  8. Can be demolished by the player to remove it or disabled to stop production

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Game mechanics

  • Turn System: The player will be able to begin a new turn 100 times. Each turn advances building construction, raw resource generation, item crafting, and soldier training. There is also a chance of a random event occurring on each turn.

  • Building: A panel of building options are shown to the player which they can drag and place buildings onto the game field to begin construction. Each building will consume and produce relevant resources. Buildings cannot be placed on top of each other.

  • Army Building: In the river, boats will be added for each one the shipwright makes. As soldiers are trained, they are placed in the boats. As the weapons are made, they are given to the soldiers. Once the river is full of boats full of armed soldiers. Then the player has basically won the game. The river acts as a progress bar in a sense.

  • Random Events: After each turn, there is a chance of a random event occurring. Every random event will have some effect on the village and present two choices to the player which have random chances of making things worse or better.

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Game mechanics

  • War Strength: The war strength of the player’s village is calculated as the number of full boats. If this is above a certain threshold on turn 100, the player wins.

  • Information System: When the player hovers over buildings, a menu will show all the relevant information to help guide the player’s decision making process. Announcements are shown in the center of the screen.

  • Effects: Effects can be placed on the village which last a certain number of turns and affect the production of some resources in either a positive or negative way. Active effects and their durations are shown in-game

  • Disabling Buildings: The player can disable or enable certain buildings to help prioritize shared resources.

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Modules

  • Modules
    • Village
      • Building
        • Villager
    • Announcement
    • Random Event
      • Event
      • Effect
    • UI Panels
      • Main Panel
      • Building Panel
  • Effects
    • Villagers walking animation (sprite sheet)
    • Boats + soldiers appearing on the river as your army grows
  • Player Communication
    • Top panel shows current resources
    • Hover over buildings to see their production
    • Announcements pop up in the center of the screen and fade away
  • Collision Detection
    • No buildings can overlap
    • Villagers path find around buildings
    • Mouse collision with buttons
  • Algorithms
    • Resource production
    • War strength

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Software architecture

Inheritance + Ownership Structure of the Game

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Timeline

10/28 - 10/31

Villager Mechanics + More Random Events

Add path finding to the villagers.��Add more random events and improve their dynamic nature and scope.

10/25-10/28

Hover Info + Army Creation

Add informative hover text boxes to show resource production rates, demolish costs, etc.. ��Add boats + soldiers + weapons to the river to visualize army progress.

10/21 - 10/25

Random Events + Assets

Acquire / create assets for all of the buildings. Establish a fully working random events system with button choices.

10/16 - 10/21

Resource Production

Have each placed building generate the correct resources and show the village’s resources on a panel.

Milestone 2 Timeline

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Timeline

Module Priority

  1. Building placement and assets
  2. Turn system
  3. Random events
  4. Building disable + demolishing
  5. Army growing visualization on the river
  6. Hover info

Module Difficulty

  • Random event system will be difficult to keep generalizable while keeping each effect unique.
  • Formatting for the hover info text
    • When to use newlines

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Invasion of London: Forkbeard’s Call

Coming Soon!