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Exercise 1: Card Game Concept (21/10/2021)

For our first Game Flow task, we had to come up with a basic game concept, specifically for a card game. Both sides would have their own tools and units, some with unique abilities, which mix up the gameplay.

We settled on a simple Knights VS Bandits theme. The knights would be the City Militia and the bandits would be the Woodland Bandits.

The images bellow do not  belong to me or any of my teammates and will have their sources available when each image is clicked.

Game Pitch

We ended up using our initial game pitch and our final one, as we liked the simplicity of the idea. HERE you can find the pitch document.

Logo.png

City Militia

These would be the "good guys" of our game, tasked with defending the city from bandits.

They have a very typically medieval look, with blue being their dominant colour, to help differentiate them from the bandits' greens and browns.

They'd have access to proper tools and weaponry to defend themselves against the enemy, contrasting the crafty and handmade tools and stolen equipment of the bandits.

General.png
Trained Swordsman.png
Horseman.png
Trebuchet.png
Recruitment Posters.png

Although we made none of these images, with three exceptions, they still had to be edited to fit with each other's colours. Many had browns or reds that had to be turned blue.

This is the same case with the Woodland Bandit's cards.

Leader Vincent.png

Wooland Bandits

The bandits would be the invading army, or the "bad guys" of our game, with the singular task of taking over the city and it's riches.

As they've lived off the forest and unfortunate victims, their look consists of a lot of leathers and stolen equipment, with greens and browns being their primary colours.

Most if not all of their tools are handmade, stolen or repurposed, in contrast to the proper and officially supplied City Militia.

Wolf Hunter.png
Rabbit Spiker.png
Leathered Mongrel.png
Bloody-Bear Skewer.png

Card Names

We wanted each card to stand out, both from it's name and its art, so we had one of our teammates come up with each card's name:

City Militia

Woodland Bandits

General Lioness Tara

Cranky Crossbowman

Veteran Old-Timer

Armoured Canine

Novice Knight

Medical Priest

Beaked Doctor

Jousting Champion

Volunteering Peasant

Recruitment Posters

Trained Swordsman

Generous Rations

Butcher's Son

Executioner

Loyal Dog

Trebuchet

Horseman

Infectious Rats

Empowering Speech

Leader Vincent

Enforcer

Grunt

Archer

Woodcutter

Wolf Hunter

Fresh Huntsman

Bloody-Bear Skewer

Blood-Hungry Hound

Ravaged Black Bear

Leathered Mongrel

Rabbit Spiker

Lumberjack 

Horserider

Assassin

Arrow Rain

Angry Steed

Cheery Song

Intimidating Banner

We had plans to make all of the game's assets ourselves, with the exception of the card art and fortunately, though simple, we ended up with our own logos and icons, which can be seen bellow.

Icons.png

In order these are the Icons for Attack, representative of the amount of damage each card can deal, Health, the amount of damage a card can suffer before being sent to the Cemetery, Card Borders and Morale, the cost of using a card.

Screenshot_5.png

For some simple assets, we needed some 3D models for the board in the game, which were made by Thomas, who was also in charge of the game's programming.

Part of programming was creating each card's abilities. After some wilder ideas, we settled on what can be seen in the lists bellow.

Card Breakdown.png
Card Breakdown.png

After our game was in a playable state, we asked fellow students and groups working on similar projects what they though of our work in a Peer Review. Thomas wrote a set of questions for them to answer.

Final Gameplay Video

Once it was complete, our game needed to be recorded, to see it in action from the players perspective.

This was recorded by Thomas, who went out of his way to switch between both player's sides to better experience the game.

Game Design Document (GDD)

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