Inspiration

chicken go bok bokbok bokocokcodckaspda. cannon shoot chcken. chicken is cool. pirate go boom

What it does

You are tasked to destroy the opponent’s pirate ship with the strategic power of swashbuckling chickens. You can summon 5 types of chickens with different strengths, weaknesses, and costs. Summoning chickens cost corn elixir, which you passively obtain at a rate. You can increase this rate by capturing objectives on the field, which provide permanent corn regen bonuses. To capture these objectives, you must carefully aim a cannon that shoots the chickens. However, it swings back and forth, forcing you to time your shots at the right moment to shoot them in your intended direction. It will only stop swinging when it is shooting chickens. Chickens are always shot out at the same velocity so they land the same distance from the cannon every time (unless they collide ofc). Chickens, once finished rolling on the ground, will run in a straight line forward until an entity (objective or enemy chicken) is within their attack range. They will then lock onto the entity until either they or the entity is killed.

Each match lasts 3:30 minutes, with double elixir and a boss spawning at 2:00, and triple elixir during overtime. Bosses respawn every 30s once killed (for a max total of 3 boss spawns per game). Every 30s, the layout of the objectives is replaced with a new layout with new objectives, which is always symmetrical horizontally so it’s fair for both players.

Capturing objectives gives permanent elixir bonuses, and the rewards go to the player who does the majority of damage when killed.

The strategy side comes down to choosing which kinds of chickens to shoot, which objectives to prioritise, as well as managing your corn elixir usage. It has real-time strategy elements, as you must decide in real-time which chicken type to shoot and where. Also it can get real chaotic with so many chickens.

The game ends when either player’s base is destroyed.

How we built it

Blender, unity, C# caffiene and insanity

Challenges we ran into

everything but mostly time constraints and how badly we underestimated networking cuz we haven never worked w it before yet we stayed ambitious so 10/10 would do it again

Accomplishments that we're proud of

the sexy models and the sheer amount of stuff we did. we are so proud of how much eveyrone got done. vlad making tons high-fi models w textures and animations, margareth learning and mastering unity entirely in 2d with no c# experience, alex setting up the entire networking system in just an hour and constantly powering thru making the scripts, and patti staying awake w/o consuming a redbull. we had all of the scripts and models and functionality but didnt manage to connect them in time. however we maanged to successfully set up the networking which was somt we were super proud of. if we had anothe 12 hours we woudlve been able to finish for sure. it was just a matter of refactoring it for multiplayer.

What we learned

instead of trying to do networking in 10 hours we can do it in 12 hours :D

What's next for Fowl Play

eveything described in the "what it does" AND MORE >:)))))))))))))) the models were done so amazing and we loved the concept so we rly wanna bring it to life after. yes we are going to swarm the sea w chickens it is the inevitable fate

the game design doc: https://docs.google.com/document/d/1fnm_htat6MOMUet6EKuLLrTVeMTR5KFAjgo8WkOLd4k/edit?usp=sharing check out the design file here: https://www.figma.com/file/MqnC6JRkAHUD3GvczeAgkK/UI?type=design&node-id=0%3A1&mode=design&t=L6rRZAM1uBPvPvqA-1

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