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Releases: Broken-Gem-Studio/The-Witcher-Ties-of-Destiny

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15 Jun 01:57
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The Witcher - Ties of Destiny

The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.

HOW TO PLAY

GENERAL (Both Characters)

Move: Left Joystick
Dash: A
Light Attack: Y
Medium Attack: B
Heavy Attack: Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)

Dash

Using the Dash by pressing A lets you quickly move on a straight line, but also drains your stamina. Keep an eye on it!

Combos

Both characters can perform a superior version of their regular attacks by doing 3 of the same type one after the other!
They have special effects and do greater damage!

  • Light Combo: Y -> Y -> Y
  • Medium Combo: B -> B -> B
  • Heavy Combo: Y+B -> Y+B -> Y+B

Potions

Previous Potion: Left Arrow
Next Potion: Next Arrow
Drink Potion: Right Button (RB)
Pick Up Potion: Up Arrow
Drop Selected Potion: Down Arrow

Consumable items can be found inside destructible barrels and boxes!

  • Health Potion (Red): Instantly Recover Health and gain Health Regeneration
  • Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
  • Power Potion (Magenta): Increase Damage

Pick them up with Up Arrow and drink them with Right Button or share them with your partner by dropping them using Down Arrow.

GERALT

Abilities

Ability (Aard Cone Push): X
Your ability, the Aard Sign, allows you to knock back enemies around and in a cone in front of you.
You can use it by pressing X, but afterwards it will need some seconds to recharge.

Ultimate (Potion Boost): Trigger Left + Trigger Right
Your ultimate, the Potion Boost, increases your speed, health regeneration, and damage for a set time.
You can use it by pressing Both Triggers, but afterwards it will need 1 minute to recharge.

Combos

  • Swift Slash:
    • Execution: Light -> Light -> Light ( Y -> Y -> Y )
    • Effect: Quick downwards slash that stuns enemies.
  • Sweeping Arc:
    • Execution: Medium -> Medium -> Medium ( B -> B -> B )
    • Effect: Large horizontal sword sweep that knocks back enemies.
  • Twirling Swing:
    • Execution: Heavy -> Heavy -> Heavy ( Y+B -> Y+B -> Y+B )
    • Effect: Fast twirl ending with an upwards slash that stuns enemies.

Sword Techniques

Chain 4 attacks consecutively to even more powerful combos!
You can automatically execute them with the next button combinations:

  • Claymore Crush:
    • Execution: Light -> Medium -> Heavy -> Heavy ( Y -> B -> Y+B -> Y+B )
    • Effect: Slow spin ending with a frontal demolishing slash that damages and knocks back enemies.
  • Whirlwind Slide:
    • Execution: Medium -> Heavy -> Light -> Light ( B -> Y+B -> Y -> Y )
    • Effect: Frontal slide followed by a swift spin that damages and knocks back enemies.
  • Triple Strike:
    • Execution: Heavy -> Light -> Medium -> Medium ( Y+B -> Y -> B -> B )
    • Effect: Two sword strikes on the sides while moving forward finishing with a frontal one that damages and stuns enemies.

JASKIER

Abilities

Ability (Perform Song): X
Your ability, the Song Performance, allows you to play magical melodies for various effects.
You can use it by pressing X and has no recharge time, but it requires the right combination of buttons.

Ultimate (Concert): Trigger Left + Trigger Right
Your ultimate, the Concert, creates a magical area that damages all enemies within for 3 seconds, ending with a destructing finale.
You can use it by pressing Both Triggers, but afterwards it will need 1 minute to recharge.

Combos

  • Crescendo:
    • Execution: Light -> Light -> Light ( Y -> Y -> Y )
    • Effect: Swift frontal uppercut that knocks back enemies.
  • Triplet:
    • Execution: Medium -> Medium -> Medium ( B -> B -> B )
    • Effect: Quick downwards slam that stuns enemies.
  • Grave Finale:
    • Execution: Heavy -> Heavy -> Heavy ( Y+B -> Y+B -> Y+B )
    • Effect: Wide seep that knocks back enemies.

Bard Melodies

Perform attacks in the right order, consecutively or not, to prepare melodies.
You can execute them by pressing X with one of the following combinations active:

  • Bait and Beat:
    • Execution: Light -> Medium -> Heavy -> Heavy ( Y -> B -> Y+B -> Y+B )
    • Effect: Taunt enemies as you move and then knock them back around you.
  • Piercing Riff:
    • Execution: Medium -> Heavy -> Light -> Light ( B -> Y+B -> Y -> Y )
    • Effect: Slam a spiral of magical power in a line in front if you to damage enemies.
  • Dazzling Encore:
    • Execution: Heavy -> Light -> Medium -> Medium ( Y+B -> Y -> B -> B )
    • Effect: Slam a giant and wide cone in front of you that damages and stuns enemies.

Enemies

New Enemies introduced from two factions:
Bandits(humanoids):
-Lumberjack
-Archer
Ghouls(Monsters)
-Tank Ghoul
-Walker Ghoul
-Minion Ghoul

Camera

About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.

Broken Engine by Broken Gem Studio

Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.

ALPHA 2 DEVELOPMENTS

  • Rendering Improvements (Water shader, particles, ...)
  • New Enemies & Behaviours

ALPHA DEVELOPMENTS

UI

  • Main Menu properly done
  • Pause Menu in-game
  • Game Loop

Artificial Intelligence & Enemies

  • Different Enemies Created with Behaviours and Actions

General Experience

  • Animations & Attacks Soften and Improved to give a better Hackn'Slash feel

Scenario

  • Lighting Improvements
  • Level Art & Illumination Improved
  • Level Colliders & Level Display Improved
  • Skybox Implemented
  • Water Implemented under the bridge
  • Materials in the Scene Improved

VS3 DEVELOPMENTS

General Experience

  • Physics Improvements
  • Particles System Improvements (texturing & billboarding)
  • Audio Extended & Improved (more sounds, music & transitions)

Combat System & Characters

  • 2 Different Playable Characters
  • Extended Abilities for Players
  • Potions as Items to use
  • Smoother Animations
  • Combat System with 2 Enemy types

Scenario

  • Ligthing & Materials System
  • Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
  • Breakable Prop
  • Blockouts Improvement

UI

  • Game Loop, UI & HUD Added & Extended
  • Initial Narrative

VS1 DEVELOPMENTS

  • Collision system
  • Animation system
  • Particle system
  • User Interface system
  • Audio system
  • Multithreading system
  • Camera
  • Characters running, walking, using dash movement, using light and heavy attack
  • Level 1 block-out with 2 full props
  • Combos

TOOLS USED

  • Microsoft Visual Studio 2019
  • Visual Studio Code

3rd Party Libraries used:

  • SDL 2.0.10
  • Assimp 3.3
  • Glad 0.1.33
  • ImGui 1.72b (with beta docking)
  • ImGuizmo
  • MathGeoLib 1.5 (commit 1994)
  • OpenGL 4.4
  • MMGR
  • DevIL 1.8.0
  • JSON for Modern C++
  • PhysFS
  • PhysX
  • Lua
  • GPUDetect
  • ParShapes (Commit 281)
  • Recast

LINKS

RELEASE LINKS

License:

MIT License

Copyright (c) 2019 Broken Gem Studios

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

PhysX License

Copyright (c) 2018-2019 NVIDIA Corporation. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
Neither the name of NVIDIA CORPORATION nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior w...

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Beta v3

09 Jun 02:23
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Broken Engine version 1.2

This is a build for testing purposes.

Beta v2

08 Jun 03:07
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Engine Build v0.1.1

# CHANGELOG v0.1.1

### General Notes
All FBX should be exported from other programs (as 3Ds Max) in **meters**

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

### General Fixes & Additions
* Solved import assets null path crash
* Aspect Ratio and screen size is fixed now for engine game builds (to fullscreen)
* Added fixed Aspect Ratio mode in editor
* Scripting (general) functions to get game pause and get/set game objects scale as well as another one to set/get UI Elements positions

### Rendering, Lighting & Materials
* Implemented Rim Light effect for materials
* Light Shadows Frustum save/load fix (wasn't loading the frusutm planes)

### Particles
* Scale Over Time separated Axis implementation
* AABBs Optimizations for particles culling and visual updates
* Particles rotations affected by GObj global rotation (modifiable from editor!)
* Particles can follow emitter now (and be affected by its orientation)
* Particles can be now meshes :D (emitters will emmit meshes)

### Physics
* Disabled PhysX debugger & improved performance by using build-version libraries of PhysX

### Animation
* Solved bug of pause resetting animation
* Normals now follow animated mesh

Forest_Scene

08 Jun 14:31
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Forest_Scene Pre-release
Pre-release

For 08/06/20 QA session

Beta

31 May 21:01
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The Witcher - Ties of Destiny

The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.

HOW TO PLAY

GENERAL (Both Characters)

Move: Left Joystick
Dash: A
Light Attack: Y
Medium Attack: B
Heavy Attack: Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)

Dash

Using the Dash by pressing A lets you quickly move on a straight line, but also drains your stamina. Keep an eye on it!

Combos

Both characters can perform a superior version of their regular attacks by doing 3 of the same type one after the other!
They have special effects and do greater damage!

  • Light Combo: Y -> Y -> Y
  • Medium Combo: B -> B -> B
  • Heavy Combo: Y+B -> Y+B -> Y+B

Potions

Previous Potion: Left Arrow
Next Potion: Next Arrow
Drink Potion: Right Button (RB)
Pick Up Potion: Up Arrow
Drop Selected Potion: Down Arrow

Consumable items can be found inside destructible barrels and boxes!

  • Health Potion (Red): Instantly Recover Health and gain Health Regeneration
  • Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
  • Power Potion (Magenta): Increase Damage

Pick them up with Up Arrow and drink them with Right Button or share them with your partner by dropping them using Down Arrow.

Alpha 2 Build

06 May 21:45
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The Witcher - Ties of Destiny

The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 2 players will have to go through different stages, killing lots of different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.

HOW TO PLAY

GENERAL (Both Characters)

Move: Left Joystick
Dash: A
Light Attack (Fast!): Y
Medium Attack (Versatile!): B
Heavy Attack (Powerful!): Y + B
Revive (Use next to your fallen ally!): Left Trigger Button (LB)

Items

Previous Item: Left Arrow
Next Item: Next Arrow
Consume Item: Right Trigger Button (RB)

Consumable items can be found inside destructible barrels and boxes!

  • Health Potion (Green): Instantly Recover Health and gain Health Regeneration
  • Stamina Potion (Yellow): Increase Movement Speed and Stamina Regeneration
  • Power Potion (Magenta): Increase Damage

GERALT (Controller 1)

Ability (Aard Cone Push): X
Ultimate (Potion Boost): Trigger Left + Trigger Right

Time your attacks right! Only pressing the button before the very end of each attack will
register to make a combo key string. Pay attention to Geralt's movements, observe the length
of its attacks and press the button by the end, when he slows down to ready for the next.

You ability, the Aard Sign, allows you to knock back enemies in a cone in front of you.
Your ultimate, the potion boost, increases your speed, health regeneration, and damage for a set time.

You can perform amazing combos with the next button combinations:
Light-Light-Heavy-Medium ( Y / Y / Y+B / B )
Medium-Heavy-Medium-Light ( B / Y+B / B / Y )
Heavy-Medium-Light-Heavy ( Y+B / B / L / Y+B )

Current Testing Placeholders:
Light-Light-Light-Light ( Y / Y / Y / Y )
Medium-Medium-Medium-Medium ( B / B / B / B )
Heavy-Heavy-Heavy-Heavy ( Y+B / Y+B / Y+B / Y+B )

JASKIER (Controller 2)

Ability (Perform Song): X
Ultimate (Concert): Trigger Left + Trigger Right

Order your songs in the right order to create melodies with powerful effects! Perform attacks
in the correct order to create button strings, and then use your ability (X) to perform a song.
If your current string matches one of the possible melodies, you will perform it!
Unlike Geralt, these don't require timing nor continued attacks, just the correct order.

Your ultimate, the concert, plays a damaging song around you for a while and ends with a slamming area finisher!

Jaskier Melodies:
Light-Light-Light-Medium ( Y / Y / Y / B )
Medium-Medium-Heavy-Light ( B / B / Y+B / Y )
Heavy-Heavy-Medium-Heavy ( Y+B / Y+B / B / Y+B )

Current Testing Placeholders:
Light-Light-Light-Light ( Y / Y / Y / Y )
Medium-Medium-Medium-Medium ( B / B / B / B )
Heavy-Heavy-Heavy-Heavy ( Y+B / Y+B / Y+B / Y+B )

Song Effects:
1: Slam a line of magic power in front if you to damage enemies.
2: Slam a giant and wide cone in front of you that damages and stuns enemies.
3: Taunt (not implemented) enemies as you move and then knock them away around you.

Enemies

New Enemies introduced from two factions:
Bandits(humanoids):
-Lumberjack
-Archer
Ghouls(Monsters)
-Tank Ghoul
-Walker Ghoul
-Minion Ghoul

Camera

About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.

Broken Engine by Broken Gem Studio

Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.

ALPHA 2 DEVELOPMENTS

  • Rendering Improvements (Water shader, particles, ...)
  • New Enemies & Behaviours

ALPHA DEVELOPMENTS

UI

  • Main Menu properly done
  • Pause Menu in-game
  • Game Loop

Artificial Intelligence & Enemies

  • Different Enemies Created with Behaviours and Actions

General Experience

  • Animations & Attacks Soften and Improved to give a better Hackn'Slash feel

Scenario

  • Lighting Improvements
  • Level Art & Illumination Improved
  • Level Colliders & Level Display Improved
  • Skybox Implemented
  • Water Implemented under the bridge
  • Materials in the Scene Improved

VS3 DEVELOPMENTS

General Experience

  • Physics Improvements
  • Particles System Improvements (texturing & billboarding)
  • Audio Extended & Improved (more sounds, music & transitions)

Combat System & Characters

  • 2 Different Playable Characters
  • Extended Abilities for Players
  • Potions as Items to use
  • Smoother Animations
  • Combat System with 2 Enemy types

Scenario

  • Ligthing & Materials System
  • Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
  • Breakable Prop
  • Blockouts Improvement

UI

  • Game Loop, UI & HUD Added & Extended
  • Initial Narrative

VS1 DEVELOPMENTS

  • Collision system
  • Animation system
  • Particle system
  • User Interface system
  • Audio system
  • Multithreading system
  • Camera
  • Characters running, walking, using dash movement, using light and heavy attack
  • Level 1 block-out with 2 full props
  • Combos

TOOLS USED

  • Microsoft Visual Studio 2019
  • Visual Studio Code

3rd Party Libraries used:

  • SDL 2.0.10
  • Assimp 3.3
  • Glad 0.1.33
  • ImGui 1.72b (with beta docking)
  • ImGuizmo
  • MathGeoLib 1.5 (commit 1994)
  • OpenGL 4.4
  • MMGR
  • DevIL 1.8.0
  • JSON for Modern C++
  • PhysFS
  • PhysX
  • Lua
  • GPUDetect
  • ParShapes (Commit 281)
  • Recast

Test Build Alpha1

28 Apr 17:34
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New Engine Build v0.5.1

# CHANGELOG v0.5.1
### General Fixes
* NavMesh Bug (on tiling) Fixed
* Uniforms Save/Load on Shaders fixed (now we can add water :D)
* Objects Naming by type
* Problem with timing (dt) fixed, now velocities should be re-adjusted, but dt works as it shoul
* (minor) Debug draw window now isn't closed at selection
* UI Images now can be colored
* Button bug getting a texture that it hadn't, fixed

Alpha_1

22 Apr 21:33
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The Witcher - Ties of Destiny

The Witcher - Ties of Destiny is a 3D isometric action beat' em up game in which 4 players will have to go through different stages, killing different enemies.
Developed by students of CITM-Barcelona for 3rd year's project 3 subject.

HOW TO PLAY

Move around with the left joystick. Make a light attack with the X button, a Heavy Attack with the Y button and evade with A.

You can perform amazing combos with the next button combinations:
Y-X-X-X
X-X-X-Y
X-Y-Y-X
X-X-Y-X

About the camera: there are 3 layers of zoom each one with a higher camera distance (from 1 to 3). The camera will jump up to a higher layer if a player gets close to its border. It will jump down when player get closer to each other. Any player cannot leave the camera bounds at each level.

Broken Engine by Broken Gem Studio

Broken Engine is a 3D Game Engine developed by students of CITM-Barcelona for 3rd year's project 3 subject.

VS3 DEVELOPMENTS

General Experience

  • Physics Improvements
  • Particles System Improvements (texturing & billboarding)
  • Audio Extended & Improved (more sounds, music & transitions)

Combat System & Characters

  • 2 Different Playable Characters
  • Extended Abilities for Players
  • Potions as Items to use
  • Smoother Animations
  • Combat System with 2 Enemy types

Scenario

  • Ligthing & Materials System
  • Level 1 improvements: Part of the level as an almost-final result, correct proportions & textures
  • Breakable Prop
  • Blockouts Improvement

UI

  • Game Loop, UI & HUD Added & Extended
  • Initial Narrative

VS1 DEVELOPMENTS

  • Collision system
  • Animation system
  • Particle system
  • User Interface system
  • Audio system
  • Multithreading system
  • Camera
  • Characters running, walking, using dash movement, using light and heavy attack
  • Level 1 block-out with 2 full props
  • Combos

TOOLS USED

  • Microsoft Visual Studio 2019
  • Visual Studio Code

3rd Party Libraries used:

  • SDL 2.0.10
  • Assimp 3.3
  • Glad 0.1.33
  • ImGui 1.72b (with beta docking)
  • ImGuizmo
  • MathGeoLib 1.5 (commit 1994)
  • OpenGL 4.4
  • MMGR
  • DevIL 1.8.0
  • JSON for Modern C++
  • PhysFS
  • PhysX
  • Lua
  • GPUDetect
  • ParShapes (Commit 281)

LINKS

RELEASE LINKS

License:

MIT License

Copyright (c) 2019 Broken Gem Studios

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

Vertical Slice 3

01 Apr 19:15
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BUILD

camera

minimun combat features
Enemies
especial atack
combos

jaskier 

Hud

Game loop test
Intro to show narrative

Main menu

blockout with finished parts

breakable prop

particle system billboarding

Vertical Slice

24 Mar 20:03
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1.2

Uploaded new Engine Build