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  • Results from Game Design Challenge: Living the Dream(cast)

    - Danny Cowan

  • Bernard John (B.J.) Badger, Florida Interactive Entertainment Academy alumnus, Spellweaver

    Spellweaver uses the Dream Para Para Controller to turn the player into an arcane combat mage. The player must face off with other wizards in a series of magical duels, something like a mystical version of Punch-Out!!. The player must defend against the myriad spells sent against them by their opponents and find the right moments to counter with magical blasts of their own.

    The sensors on the far left and right are used to charge up attack magic. Waving a hand continuously over one of these sensors will cause a floating fireball to appear by the player's side and gradually grow bigger. When the player is ready to hurl a fireball, they must sweep their arm in a forward arc over the middle sensors. The fireballs can remain floating by the player while not being actively charged, but will gradually shrink back.

    While charging their attacks and waiting for an opening, the player uses the middle three sensors to put up brief magical shields against their enemy's attacks, which can come in straight or angled from either side. Each opponent the player can encounter will have their own personality and style, different types of spells, and tells indicating what attacks they're about to make. Typically the player will use one hand to defend and the other to charge up an attack. They can alternate between sides to fling fireballs relatively quickly, or wait until both sides are charged up for a massive blast that can punch through some enemy defenses. Any hits the player may take will diminish the fireballs on both sides, though.

    Here are some concepts that may come into play when fighting specific opponents:

    • Opponent leaves an opening to be attacked after the player successfully defends against an attack combo.

    • Opponent makes an attack which can be turned back by a large enough fireball blast.

    • Opponent responds fearfully to a fully-built fireball on one side and leaves themselves open on the other side.

    • Opponent leaves off attacking to charge up their own unblockable attack, a flurry of small fireballs are needed to stop them.

    • Casting a small fireball during a particular behavior provokes a response leading into another behavior with a potential weakness to be exploited.


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