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E3: Greenscreen Exercise (15/10/2020)
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.

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.





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.

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.




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.
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.

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.


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)