The game catalog is a website created for educational purposes. It holds many minigames that explain various gamemechanics. The site is for game developers students that like to look up some mechanics for research or inserational uses.
The gamecatalog was created for one of mine gamedesign teacher as client. I made 4 minigames for the site most of them made in 12 hours.
the project got a 9 (A-).
Minigame Mana managing
This is one of the minigames that I made for the Game catalog. The act of acquiring resources for the purpose of building structures and/or unit construction. Resource gathering is a staple of the RTS (Real Time Strategy) genre.
This minigame shows how resource managing works. By buying units and buildings to increase the production flow. This game was made within 12 hours, that includes all the art and programming.
Minigame Skill Tree
This is one of the minigames that I made for the Game catalog.
Mana is a meter that measures how much “magical energy” a player has, and it depletes when the player uses “magic”. The mana can, dependent on the game, regenerate over time. This regeneration can create an interesting balance.
The cost and the strength of a spell is determent by how much mana the spell cost, and how fast the mana regenerates. Is the cost low and the mana regenerates quickly, then the player can use the spell more frequently (This is mostly used for weaker spells). Is the cost high and the mana regenerates slowly, then the player will use the spell less frequently. this is mostly used for stronger spells.
You must defend your tower by shooting the enemy’s. Point to the direction and click to cast a spell.
By pressing the ~ button you’ll open the menu. here you can use the sliders to change certain elements, and see how this effects the game play.
This game was made within 12 hours, that includes all the art and programming.
Minigame Grid Movement
This is one of the minigames that I made for the Game catalog. This game was made within 12 hours.
A skill tree is a character development gaming mechanic typically seen in role-playing games. A skill tree consists of a series of skills (sometimes known as perks or by other names) which can be earned by the player as her or she levels up or otherwise progresses his or her player character. These skills grant gameplay benefits to the player; for example, giving the character the ability to perform a new action, or giving a boost to one of the character’s stats.
A skill tree is called a “tree” because it uses a tiered system and typically branches out into multiple paths. A tiered skill tree will require a player to achieve certain skills before the next tier of skills become available. The player may be required to achieve all skills in one tier before moving on to the next tier, or may only be required to complete prerequisites for individual branches.
In the minigame below you can see a Skill tree. With this tree you have to spend EXP to gain Skills and upgrade your stats. With the buttons and slider in the menu, you can open the menu with the ~ button, you can change the amount of EXP you have. And you can reset the skill tree to respend your EXP.
You must restart the skill tree, in order to change the amount of EXP.
Press ~ to open menu.
This is one of the minigames that I made for the Game catalog. This minigame show the difference between movinging freely and moving on a grid.
One of the effects of grid based movement is that the player has some limitations in his movement. This makes the player more aware of how he should move. Kinda like in a game of chess, where every unit has his limitations in movement and has to move more strategicly.
Also the grid size and the delay time of each step has effects on this strategy movement. And putting some competition in the mix, by adding some enemies, you’ll get a more interesting gameplay.
Press the ~ button, to get to the menu. Use the slider to change certain elements, and see how this effects the game play.
you can use the arrow keys to move.