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  • Results from Game Design Challenge: Artistic Endeavors

    - Danny Cowan

  • Cláuvin Erlan José da Costa Curty de Almeida, Graduating Student at UFRJ - Universidade Federal
    do Rio de Janeiro, Sculpturing Rumble

    Genre: Competitive Multiplayer  Arena Third-Person Shooter

    Number of Players: 1 to 4

    Platform: PC

    After a heated discussion, in that far away place where souls gather, about which sculpturer was the best in history, egos clashed more than they should and all great artists of clay, stone and metal are deciding who's the best of them... in a completely not-related way to the problem: the last one standing is the one!

    The game's objective is to do as much points as possible through hitting your opponents in the arena with projectiles. The characters can use as projectiles raw materials(clay, stone, ivory, metal, plastic...) - the fast shots -, finished sculptures - the "charged" shots: bigger, more point-making, but takes time to charge and charge faster if the character doesn't move and unfinshed scultures - the mid-charged shots.

    The raw materials, hitting or not someone, end in the ground and can accumulate, allowing everybody to use it to create terrain as walls, stairs, elevated planes... - similar to quick-casting spells that need raw material around to be done - this can be used to get an strategic advantage(wall to block shots, stairs to reach higher places...).

    Unfinished sculptures can stun opponents and deal damage to buildings. When buildings take enough damage, they crack and finally, if even more damage is done, are destroyed.

    Finished sculptures give more more points in case of hitting and has distinct effects(as Cares de Lindos' Hand of The Colossus, a slow, big and pushing projectile). If a sculpture hits a building, it fuses with it, and starts hindering the thrower's opponents by a set amount of time(in the above case, the Hand of The Colossus would grab and smash any enemy close of it).

    To avoid the projectiles, the characters can walk, run, jump and roll.

    At the end of each match(ended by parameters of score, time or amount of raw material in the arena), it's possible to watch with a free camera the result of each battle: a space of fusioned art, architectonic variety and player-generated ruins. Each result can then be saved for more appreciation and sharing in the future.

    Each arena, sculpture and character will be a representative of a culture and/or artistic style, from the pre-historic first statues to the modernism of our age. Arenas can have different rules which allow for varied matches and art scenarios, as the "Construction Site", where all buildings must be built touching direct or indirectly the starting wall, or the "Colossus Prototypes", where max height reached by someone's buildings also count for the final score.


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