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Overload Super Charger

Pitch : 

“Overload Super charger” (OSC) is a 1 vs 1 game in arena made up of throwable walls. You have 3 power profiles to destroy your opponent : stealth, speed and teleportation. Charge your energy and release it.  

 

About the creation : 

It’s a high school project, created for the ISN option couting towards gradution, made with Processing in Java, in 3 month, in which we were completely free of the project we wanted to do in our group (as long it was validated bi the professor and presentable to a jury), so the projects were very diversified, for example there were programs for : image processing, sentence encryption, robot balancing, site etc… and video games and you know what I did with my group of 3.  

The principle of the game was found be me at the beginnig of the school year (6 month before the beginnig of the project) with the help of the member of my group, because we were too excited about the fact that we could do wathever we wanted and therefore let our imagination run wild, but we knew as a big fan and cosumer (futur video game developer for my part) that it would be one. The game is based on several video game mentalites that we like, the most important one for us was the potential of clutch moves, it will result in the fact that the game is player vs player type of game, in a pre-established arena and many other thing that ended up in the final version of the game.

It’s the first “complete” game I made, so I really invested myself to make a good first game that I would be proud of, so I naturally became the lead programmer, as well as lead game designer, gameplay programmer, UI /UX designer and music & sound designer (the 2 main muscial themes I made for this project) and the members of my team did what they liked to do and what completed the rest of the game, the choice of roles was purely dictated by passion. What took me most of my time was the in-game (the map / arena and the UI associated with it), I was really concerned about the map because it was a time when I played a lot of Overwatch, so I was very conscious of the importance of the map on the actions of the players and by technical concerns with the creation of original shapes with Processing and perfectionism, the creation of the arena was rather slow. 

But we have time to finish everything we wanted to do for this first step in the world of video game development. We were satisfied with ourselves, with the final rendering, and on top of that with the feedback from our friends, playtesters and classmates, and let’s not forget the jury, who gave me the top mark. Overall, the feedback from the playtesters was that the game during the first game seems very complex due to the wide range of possibilities, but after 2-3 games, the players become aware of the different strategies and the reason for the arena layout and become masters of their power profiles and have fun on the game, which had filled my team with joy.

Tips for killing your opponent :

Try to use the throwable walls as cover when you rush your opponent by throwing the wall and follow it toward your oppenent. Throw a wall toward energy power up when you know that your oppenent is out of them and tries to pick up some. In each power profile, there is a ability who becomes deadly when combined with the melee attack, melee atack is not recommended to use when your oppennent sees you coming, because if he anticipates and you are in the range of the melee attack, he will hit you first, so combined it every time.

Thanks for reading about this game, you can also listen to the 2 main musical themes i made for it just below if you want to (made with LMMS).

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