Contributions:
- Game Design
- Movement and Attack AI of Characters
- UI elements – Tool Tips
- Round Management and Spawning
- Drag and Drop of Characters
Auto Gerg is an auto-battler game that I developed with a team for our Game Design class and Human-Centered Computing class. We based it off of current auto-chess games like Auto Chess and League of Legends’ Teamfight Tactics. Our scope was to get a working game that the players are able win and lose. Auto Gerg has two players, both share the same screen, and take turns after each other. Each player is able to spawn in one character each round and can select from three class, Blademaster, Ranger, and Gunslinger. Another goal for this project was to develop a simplified UI for auto-battler games to bring in more players who are new to the genre. We look at elements from other auto-battlers and see what was essential to reduce the amount of information on the screen. We held surveys for players of other auto-chess games to see what UIs they preferred and features they wish they had to help them with their experience.
Contributions: