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  • Results From Game Design Challenge: Your Cheatin' Heart

    - Danny Cowan

  • John Wang, Student at University of Ontario Institute of Technology, Control Freak


    Both players will set up a trio of units on a limited starting area of a grid-based map. The game starts when both players are ready. Players will try to destroy their opponents units using the attacks and power-ups of their own units. Each player can control their units through setting up a control map for each unit before the game starts, however, players will be able to control their opponent's units in addition to their own by using the controls mapped by their opponent. Each player's mapped controls will be accessible through the keyboards of both players, though they will not be aware of which keys their opponent mapped. Friendly fire is permitted.


    Destroy all of your opponent's units before yours are all destroyed.


    1. Matchmaking: Players will choose between 1v1, 2v2 or FFA. They will then be put into a matchmaking system that will place them against a player with similar skill.

    2. Control setup: The player chooses a control scheme that will determine the movement, and attacks of their units.


    All units have damage, Health , a attack cooldown, max movement counter and a movement cooldown. There are 3 types of units,

    • a defence unit, who will block enemy ranged attacks attempting to pass it

    • a damage unit, who can dish out incredible damage and is highly mobile

    • a ranged unit, who can target attacks over units and terrain.


    For each unit has 6 buttons dedicated to controlling it. The player is able to use any key on their keyboard, except the ESC key to map the controls.

    Example Controls:

    *players will always perform their own action first if both players bind a single key


    Every Unit has a attack indicator, which can only be seen by the player controlling them. This indicator moves with the player and the direction the player faces. When the a unit's attack button is clicked, the unit launches an attack. Any units in the indicator will take damage once the attack strikes the indicator.


    Each unit will have its own movement counter. Once the movement key for that unit is clicked, the unit will move in that direction, and consume a movement. When moving, units must be facing the direction they wished to move in. Otherwise, the unit will only turn to the direction inputted. Units are only able to move if they possess a point in their movement counter, otherwise, they will only be able to turn.


    -Cycle your focus between your units, making efficient use of unit cooldowns

    -Figure out your opponent's control patterns, use their units against them

    -Try to see if you can map your keys to gain an advantage over your opponent's key mapping


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