
Delivery Battle
Delivery Battle is a casual team competitive game. A total of six players are divided into two teams, compete and carry express delivery in complex terrain to win.Throughout the game, players can carry boxes to earn points, and carry roadblocks to prevent the opponent from earning points.The mechanism of destroying boxes to obtain props has been added to the game, which can make the situation on the field change rapidly.Since the game is suitable for multiplayer online experience, it has undergone the guidance of Lilith Game Company and is now on the online game platform.
RESPONSIBILITIES
Level Designer
-Immovable obstacles, movable obstacles layout design
-Resource distribution design
-Draft the map and blocked out
-Resource occurrence frequency, choke point design
-Map elements change gameplay design
Programmer
Producer
-Gameplay Implementation
-Resource management module design
-Player joining or leaving room event implemented
-PC terminal mobile terminal transplantation
-Frame synchronization changed to state synchronization
-User UI feedback and special effects implementation
-Iterative document writing
-Gantt chart production
-Art and code requirements list making
-QA feedback BUG fixes
-Organize art and audio material in the game
PROCESS OVERVIEW
RESEARCH
-Analysis casual competitive game players' experience (Party Animals, Super Mario Party)
-Look at the map design of other MOBA games (League of Legends, AOV )
PLANNING
-Design and build a fragmented casual competitive game with an average game duration of less than 10 minutes.
-Design dynamic choke points to create dynamic matchups
-Four players are divided into two teams working together against each other
-3 types of objects the player can carry (score, block, loot)
-3 items available to the player (attack, acceleration, direct score)
-200*200 Small map increased counter density
-The complete game flow includes selecting teams to the billing interface
BLOCKOUT AND ITERATION
-Implement the map with large immovable obstacle and small movable obstacle
-Scattered resources that refresh every 10 seconds for players to loot
-The only high scoring goal that appears at a long interval increases the player's confrontation
-Players pick up and put down the function, the function of props to achieve
-Artistic iterations of map scene elements and world view Settings
-The transition from frame synchronization to state synchronization
-UI feedback and in-game effects feedback implemented
-The implementation of server resource controller retro-plug-in function
-Character model and texture iteration
-Game start interface, end interface, tutorial art optimization
In-depth Understanding of the Design Content
In the following sections, you can learn more about the design ideas and tips for this game, which shows my work during the game.
Core Gameplay Implement: Carry
There are three types of objects players can carry: roadblocks, normal boxes, and gold boxes. Program logic to determine the state of the local end player pick up, the server will delete the target object, while changing the state of the player carrying the object.



Core Gameplay Implement: Broken Boxes to Get Props
In order to increase the sense of joy in the process, the function of destroying boxes is added, which has a certain sunk cost. When the player spends time moving boxes near the scoring point, there are personnel of the enemy team interfering with them, and the player has a strategic choice at this time: Give up the sunk cost to destroy the box for the opportunity to get an offensive item (hammer) to switch between attack and defense, choose to bypass the box to score.


