Two Remaining Souls
Technical Details
Project Type: Game made while competing in the Dare to be Digital 2013 competition
Development Platform: UDK
Roles: Team Lead, Programmer
Team Members
Ryan McCabe - Programmer, Visual Effects
Dmitrij Starcenko - 3D Modeller, Animator, Programmer - http://dstarcenko.weebly.com/
Simon McDonnell - Team Lead, Programmer - http://simonjmcdonnell.com
Sean Gilleece - Composer & Sound Designer - http://www.seangilleece.info/
Nicola Disley - 2D & 3D Artist
Project Type: Game made while competing in the Dare to be Digital 2013 competition
Development Platform: UDK
Roles: Team Lead, Programmer
Team Members
Ryan McCabe - Programmer, Visual Effects
Dmitrij Starcenko - 3D Modeller, Animator, Programmer - http://dstarcenko.weebly.com/
Simon McDonnell - Team Lead, Programmer - http://simonjmcdonnell.com
Sean Gilleece - Composer & Sound Designer - http://www.seangilleece.info/
Nicola Disley - 2D & 3D Artist
Overview
Two Remaining Souls is the game that me and my team, Stone Hammer Games, made for Dare to be Digital 2013. It’s a two player cooperative action tower defence built with UDK for the iOS platform where you and a friend must defend the Druid Stone from incoming waves of corrupted enemies. One player does this by strategising with a host of elemental towers, while the other lays into the enemy directly as a heavy-fisted Golem. It’s a game that emphasises working together to succeed, while also getting to play the way you want.
Each player gets to choose the role that they have the most preference for while still playing with friends who might have different tastes. This leads directly into the cooperation aspects of our game, as players must not only excel within their own realms of expertise, but must also actively work with their counterparts and combine their strengths to win the day.
The game had an 8 week development cycle during the Dare to be Digital competition, during which time we achieved nearly all of our development goals, and ran stable builds for both the PC and iOS platforms. The game has the two players networked together in the same game world, three different enemy types, and two different types of tower, and one level. Getting all of this implemented in such a tight time scale was tough, and it was perhaps not as polished as we would have liked, but we were rewarded with a fun game that got a really good response from the public and judges at protoplay.
The experience of Dare was intense and has strongly reinforced my teamwork, communication, and technical skills.
As Team Lead I organised our meetings, liaised with Dare to be Digital staff, and set our goals; both on a short and long term scale. I ensured that the development ran smoothly and that no team member needlessly wasted time on features that were either not going to implemented or were proving to be too much of a timesink.
As a Programmer I was responsible for implementing some of the core systems of the game such as the Golem combat, the can/can't build detection for the towers, networking the two devices, two of the enemies, and many more. This was in addition to fixing bugs and making gameplay changes. I also gained valuable experience in mobile development during this project; both how to deploy and design for them, as well as learning to program with more limited hardware in mind. I also gained useful knowledge in developing for multiple platforms, with our game running on both iOS and PC.
Two Remaining Souls is the game that me and my team, Stone Hammer Games, made for Dare to be Digital 2013. It’s a two player cooperative action tower defence built with UDK for the iOS platform where you and a friend must defend the Druid Stone from incoming waves of corrupted enemies. One player does this by strategising with a host of elemental towers, while the other lays into the enemy directly as a heavy-fisted Golem. It’s a game that emphasises working together to succeed, while also getting to play the way you want.
Each player gets to choose the role that they have the most preference for while still playing with friends who might have different tastes. This leads directly into the cooperation aspects of our game, as players must not only excel within their own realms of expertise, but must also actively work with their counterparts and combine their strengths to win the day.
The game had an 8 week development cycle during the Dare to be Digital competition, during which time we achieved nearly all of our development goals, and ran stable builds for both the PC and iOS platforms. The game has the two players networked together in the same game world, three different enemy types, and two different types of tower, and one level. Getting all of this implemented in such a tight time scale was tough, and it was perhaps not as polished as we would have liked, but we were rewarded with a fun game that got a really good response from the public and judges at protoplay.
The experience of Dare was intense and has strongly reinforced my teamwork, communication, and technical skills.
As Team Lead I organised our meetings, liaised with Dare to be Digital staff, and set our goals; both on a short and long term scale. I ensured that the development ran smoothly and that no team member needlessly wasted time on features that were either not going to implemented or were proving to be too much of a timesink.
As a Programmer I was responsible for implementing some of the core systems of the game such as the Golem combat, the can/can't build detection for the towers, networking the two devices, two of the enemies, and many more. This was in addition to fixing bugs and making gameplay changes. I also gained valuable experience in mobile development during this project; both how to deploy and design for them, as well as learning to program with more limited hardware in mind. I also gained useful knowledge in developing for multiple platforms, with our game running on both iOS and PC.