MAGIC DICE FOREST
RPG | Dice Rolling
As a Hero Dice Warrior, level up every facet of yourself, roll through treacherous canyons, explore tirelessly, and vanquish enemies. In the end, go defeat the evil dragon!
ROLE
System Designer
Level Designer
Game Balance
DURATION:
72 Hours
TOOL USED:
Unity
The game was designed in 2022 SUMMER
EARLY DEVELOPMENT
This game was created during a Game Jam with the theme 'Roll of the Dice.' Based on this theme, we came up with a combat system where players fight by rolling dice and selecting abilities for each side of the dice. Additionally, we allowed players to simulate 'Roll the Dice' to move their avatar.
The Player Movement
COMBAT SYSTEM
Given the theme of 'dice,' our battles are also filled with randomness, but players can influence this randomness through combat and their choices. In addition, the turn-based combat draws inspiration from the dice-rolling elements found in tabletop games.
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The combat is turn-based, with fixed enemy attack power and health. After the player's attack, the enemy automatically retaliates.
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The player's attack involves randomly selecting one of the six sides of the dice each turn and executing its effect.
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The effects are divided into attack and gaining armor.
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The player's health does not recover after battles.
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Rewards are granted at the end of battles or when opening treasure chests. These rewards consist of a certain number of attack and armor icons.
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Players can choose to drag the icons onto any side of the dice, and the icons will be added together.
LEVEL DESIGN
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"Because the avatar's movement is reminiscent of a '3D pinball,' our map is designed like a tabletop with numerous elements that allow the dice to bounce around.
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Our map is divided into three difficulty levels: the tutorial area for familiarizing with the map, the intermediate area with regular monsters and special rewards, and the challenging area with bosses and powerful enemies.
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There are two areas on the map where players can replenish their health and explore the story of the game, one with continuous bouncing and two junctions for players to explore freely.
Draft level design
The game map
Areas
PATH FINDING
To ensure that players can smoothly reach the final boss, we've placed numerous guides on the map.
Boss distance sign on the top
Boss Sign in the map
Treasure sign
Some notice
MY CONTRIBUTIONS
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Designed the combat system and dice-building system
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Designed the map
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Determined the player attribute, enemy attribute, and awards.