Players compete in an arena-based pvp game. Wizards shoot orbs that grab all objects that come into contact. Players must use the orb in addition to powerups to shove their enemies into pits to achieve glorious victory.

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Weekly update regarding: what's new, what's the motivation, what's coming in next iteration.

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This week, our team revamped a lot of the game logic to flesh out a lot of previous bugs. There was a lot of edge cases with boomerang grabbing during different power-ups. For example, boomerang grabbing through a death pit into a tornado would put the player in a state that he could fight the death indefinitely. We enforced the rules that players cannot use powerups while hooked and made the zone outside the arena death. Also, we revamped our wizard and added animator components to it. We also increased the number of players to four and dealt with hp and game loop changes. Revamped tutorial to minimize text and added a ready-up screen.


These changes are part of the polish we have for the game. We feel that our decisions with game changes moving forward will be strongly aligned with the artwork and visual "juice" of the game, as these interactions will contribute the most towards gameplay feel. Thus, we will be moving carefully forward with visual integration once our core functionality polishing is finished.


The greatest change for next iteration will be a complete revamp of the map. We will be adding in parallax and shadows for the player, and a giant craggy surface for the map to provide a better 3D feel than the current crater. We will also hope to add in player saving for 2v2 mode, and update all visuals to provide more animated components. Currently our visual juice is not cohesive, and we will be learning photoshop over this week to create our own assets to match our theme. We will also be updating the player UI and various menus.

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Wizard's Fury
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Windows, Mac
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4 Hour Productions
Engine
Unity
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