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Brasshollow

Overview

Platform:

Windows PC

Engine:

Unity 

Language:

C#

Tools Used:

Photoshop, Wacom Tablet

Completion:

demo complete 2019

Still currently working on this one

Team Size:

1

Game Design - Samantha Clarke and Robert Cook

Programmer - Samantha Clarke

Background Art - Samantha Clarke

Brasshollow is a steampunk style strategy game built in Unity. It pushes the limit of your strategic gameplay as you try to escape the Coppers and collect the most gems of your Robber brethren on the board, not to mention watching for the timed opportunity to escape - try not to be late. The coppers use their quick setup roadblocks and the luck of their role to corner and capture the Robbers but they need to keep an eye on their funds or things get too costly to continue their pursuit.

Be aware each character has their own ability so be sure to choose wisely as the stage is set and the game begins. Are you fast, can you catch them from a space away or are you cunning; do you have a chance of escaping their immediate pursuit.

Detailed Information

I designed this board game with my university friend Robert and we made a paper version to test that the base design of the board game worked. Inspired by the game Robert and I had made I decided to make a digital version. There aren't many differences between our original designs so I wanted to give him the due credit for helping me design this game.

Currently, only the game demo is finished and can be downloaded here.

The demo version only has use of two characters with their personal abilities and there is no AI - they are both player controlled. Collecting money for the Robbers at 'job location' and the Coppers collect it from their 'base location' they both collect 200 gems per turn you stay there. The gems remaining for each player is their score so it's all to play for when characters lose a small amount of money each turn and the Coppers have extra expenses such as roadblocks. 

The complete game will include this:

- AI for single players to have fun.

- Draw card system

- Character selection with their individual abilities

- Character back story menu

Game & Level Design

Features we worked together on:

- The key locations for both sides to get more gems

- All obstacles (the roadblocks, cards, other players)

- Characters: 4 robbers, 4 coppers for the player to choose from, each with their own backstory and unique game mechanic

- Card system 

- Game pacing (characters loss gem each turn, they need to ration gems between the number of moves and creating

     the Trap/Escape opportunity or their other option is to seek more gems)

The start location and the escape location system for the board game I designed with Robert are a little different for the digital version. Both these systems were linked on the board game version: the player would pick a location card and this location card would tell the Robbers their start location but also three tiles on the board which is their escape locations, which are to be kept a secret from the Coppers so they cannot just set up an ambush. The Coppers would also take a location card but they would only use the start location. This was designed to keep the game interesting so the game could be played a few times back to back and still be a different game as the Coppers would not know where the escape locations are and they could be starting the game closer to the Robbers making the escape more challenging.

In the digital version, the code randomly chooses the starting locations (out of a set list of locations) for the characters but the escape system is completely separate. There are 3 escape tiles chosen on the game board, each is given a gem reward based on their difficulty of reacting but to keep things interesting, they are not available for use until the end of the first three turns. They then use a pattern system that changes after every third turn, changing the currently available escape tiles, it displays two possible escape locations and then one so be sure to get there before it changes again.

Graphic Design

- Board image

- Tiles 

- Menus

     - Main menus

     - Interface 

     - Winner menu

Scripting

- Character input:

     - Menus 

     - Movement selection

     - Roadblocks

     - Character unique game mechanic

- Tiles (when a roadblock is placed the tile goes red)

- Score (amount of gems)

- Collecting gems from key locations

- Character start location (they start at random locations on the board chosen by the game startup)

- Escape pattern system

Brasshollow-Main_Menu
Brasshollow-Gameplay
Brasshollow-CopperWinner
Brasshollow-RobberWinner
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