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The King's Avatar

TURN-BASE STRATEGY | 2D | ROGUE-LIKE | SLG

This is a project that adapts a well-known IP into a game, with the chosen IP being "The King's Avatar," a popular E-BOOK. Drawing inspiration from the virtual gaming narrative of "The King's Avatar," I have designed a SLG game. Players are tasked not only with managing their own team but also with controlling their team members in turn-based battles. Strive towards the goal of winning the championship!

ROLE

 DURATION: 

TOOL USED:

Solo Project

5 Week

Goodle Doc, Figma

The image is sourced fromhttps://www.sohu.com/a/436422148_350944. Copyright infringement will be promptly addressed upon notification.

PITCH SLIDES

About the IP

IP DESCRIPTION

This is a story about E-sports.


A globally popular MMO game called "GLORY" gave rise to professional leagues.
Ye Xiu, the former three-time champion of "GLORY" professional league, was forced to retire due to contractual disputes.


However, he didn't give up. He started from scratch, finding new team members and working at an Internet Cafe until he returned to the professional league, winning the championship.

IP ANALYSIS

In order to ensure that the game attracts a considerable number of players and engages both those familiar with the intellectual property (IP) and those unfamiliar with it, I conducted an analysis of the IP. I identified key elements that are most suitable for the game and used them as a foundation for the game's development.

THE GAMERS

ELEMENT 1

The novel is a mosaic story featuring a diverse cast of characters, primarily centered around esports players with distinct personalities. Each team and every character in the story has a significant number of fans. Therefore, focusing on character development will be a key factor in attracting players who are interested in this intellectual property (IP) to choose this game.

#This is a video about "The King's Avatar," and the real-time comments (弹幕) always seem to cover almost the entire screen.

TheLink:  https://www.bilibili.com/video/BV1ss41127nh/share_source=copy_web&vd_source=63004fdb88e8a0098b3fe2f33b1581a2

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GLORY

ELEMENT 2

The second aspect of the novel is the in-game world of "Glory." In this virtual world, there are 24 professions, each with detailed descriptions of their respective skills. Utilizing the universe of "Glory" will, therefore, be a distinctive feature of the narrative.

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Steps from Internet Cafe to Professional League

ELEMENT 3

The plot unfolds from the recruitment of players starting in an obscure internet cafe, and progressing to participating in competitions. This rags-to-riches narrative, starting from scratch, is well-suited to serve as the foundational storyline for the game.

Game Development

GAME DEVELOPMENT

Based on the analysis, I've designed this game to include turn-based combat and managerial development aspects. Players take on the role of an Internet Café Owner, starting with operating the Café, earning money, recruiting team members, and working their way up to qualifying for the professional league.

GAME PILLARS

  • Control both Real-World & Game World

  • Gamer's Development

  • Turn-based Combat with Rich Abilities

REAL WORLD

In the real world, Internet Café brings in weekly income that players can use for:
 

  1. Upgraded Facilities: There are different facilities available to build & and upgrade in the game to help the player in various ways. The player can upgrade the facilities to get more help.

  2. Use of facilities: The player can use these facilities to improve Gamers.

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GAME WORLD

The player will control Gamers to fight (turn-based fight)
In World of Glory, the player can control the Gamers to

  1. Explore Dungeons:

    • Earn Glory-Coin

    • Earn Reputation(speed run)

    • werful Item for GamersEarn Po

    • Gain EXP to level up Gamers

  2. Blacksmith Store: Level up items

  3. Challenger’s tournament: Final Goal ! (Promote)

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GAME LOOP

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SPECIAL SYSTEM DESIGN

PERSONALITY DEVELOPMENT SYSTEM

In addition to the basic management and recruitment systems within the game, I've introduced a Personality Development System. By triggering special events, players can gain insights into the characters beyond numerical values(story, new skin...), eliminating the sense of distance between players and characters. Moreover, this system allows for the cultivation of more advanced personalities. Developing outstanding personalities can greatly enhance the player's combat prowess.

When players wish to cultivate a new personality for a character, they can initiate a "Downtown Exploration" event. There's a chance for players to trigger special events, leading to the acquisition of new card skins and personality traits for the character.

COMBAT SYSTEM

The game's combat system is a turn-based battle system, where characters and enemies select their attacks in order based on their speed. Each character can only use one skill per turn, and then it's the next enemy/player's turn.

  • The battle is considered won when all enemies are defeated.

A character can choose to use a skill or move position, which is considered an action of the character, after which the next character/enemy moves.

Here's an example of the game's combat system for better understanding. 

For more information please check the Game Design Doc

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