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ARsses is a collection of games based on
Motion Control, Portability and Augmented Reality
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Note

This project is based on some technical features described in "Column" project

In this project we imagine that Augmented Reality is obtained through the implementation of special glasses that we call ARsses

Sport Club

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A collection of sports games that you can play
in company of your friends ​or challenging the CPU
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​TENNIS

Take the Joycon and grab it as your tennis racket.
Thanks to Nintendo Switch Portability you can turn any place in a perfect court. If you have twi ARsees you can even challenge your friends
​and find out who is the real tennis champion
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BOWLING

Your ability to handle the Joycon can lead you to victory.
Shoot the ball with power or precision and remember that only true champions can score 300 points.
You can organize games and tournaments together with your friends
even if you only have one pair of Arsess.
ake turns throwing the bowling ball and pass the glasses to your
​friends to play
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BASEBALL

You can play as pitcher, catcher or batter.
Move the Joycon to throw the ball and simulate the baseball bat
If you have enough room you can also run to run to get bases.
​Up to eight player can take part in this game

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GOLF

This activity can be a moment of solitary relax or a challenge championship with your friends.
The game automatically creates increasingly difficult holes, but you can also build your routes in real-life (see "Robot Arena")

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HOCKEY

Play as goal keeper to defend your field or as an attacker to score goals.
This game is very exiting. Run back and forth on the field trying
​to get possession of the puck and to get the victory

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ARCHERY

Take aim and shoot the arrow.
Precision is very important for this sport.
This is one of those activities you can play with your friends 

even with only one ARsees

​Cardfighter

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Fight the Cardfightersand seal them to defeat all threats
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Prepare the game
​positioning the QRcards
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ARsees transform the
​QRcards into Cardfighter
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If you can turn down a QRcard
you seal ​the power of the Cardfighter
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You can't turn a Cardfighter
​if it attack you
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Conuterattack to stun
​the Cardfighter
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While the Cardfighter
​is stunned seal it !

Enemies
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Jump Zone

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The platform game brought to your living room.
Jump, dodge, dribble, reach the goal, and go to the next level !
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Take some measurements to create your own Hitbox.
Put one Joycon in the pocket and attach the other to your ankle
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Nintendo Switch can control and record the movements of Joycon.
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
​Nintendo Switch can record the position of a Joycon comparing ​its position by three numerical coordinates ​X, Y and Z​
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Place the console where you prefer and access the Level Editor.
Press A on the Joycon, the console save the spatial coordinates
​that match the place where you pressed the button
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By following the planimetry of the place, and pressing A every time you find a corner,
​it should be possible to teach to the machine the shape of the place ​where you are playing
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Use the Level Editor to record the characteristics of the place where you play, the CPU will be able to calculate a level.
Your goal is to avoid all the obstacles and the traps to reach end of the level
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Specters

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You are the Knight of Light, engaged in completing the Rite of the Order.
Specters are attracted by the powerful energies emanating, ​they try to stop you by any means !
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At the beginning of the game, the CPU calculates your position respect
the ​Nintendo Switch, and creates an area around you of about 2 meters of radius
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Specters appear from every angle, defeat them with your sword, ​swinging the Joycon
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Specters have no solid body, your slash can not make
them ​move back, but thanks to your magic sword
you can hit directly their energetic nucleus to destroy them
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Even if Specters are disembodied, ​they can seriously hurt you.
​On the screen you can always see your ​Hp and Mp
The first Joycon represent the sword, your weapon against the hordes of Specters.
The second Joycon is the source of your magical power
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There are several types of entities that can manifest, each with its own characteristics​
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​From Inside

The peaceful inhabitants of the planet Gress are invaded by the dangerous Aggracar militia.
The sages build a magical artifact with which communicate with another dimension.
They open a magical passage communicating with you, asking for help to face the enemies.
They give you "ARsses" - arcane glasses to project a magical shadow of you in that far-off dimension -
and the mystical dimensional weapon "Joycon", to fight the Aggracar militia.
The powerful enemies realize the event, great and mighty they steal the artifact, ​using it to penetrate your world and attack you
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Use Joycon artifact to move your spiritual shadow and solve the troubles on the planet Gress.
When Aggracar comes out from the Tv, ​hit them by shooting with the Pointer of Joycon
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Aggracar

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​Robot Arena

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Two or more Players command their own Robot, ​in order to destroy the opponent's Joycon
Player controls his Robot with Joycon, in order to attack the opponent's hitbox, 
and, at the same time, to defend his own hitbox by the attack of the opponent
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Players prepare the playing field using the Level Editor.
​ 
A set of platforms is generated on the field
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You can even integrate real objects in the playing field.
​Put the object inside the playing field, and pass the Joycon around the perimeter of the object to teach it to the CPU​
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​Robots have 100 Life Points. Undergoing enemy attacks decreases Life Points.
When Life Points become 0, the Robot dazzle for 5 seconds, after which it instantly recovers 25 Life Points
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Around the Joycon is projected a theoretical cylinder of 50 cm of diameter and 150 cm of height
​

This cylinder represents the Player's hitbox, and has its own Life Points, 
​
which can be decremented by suffering attack by opponent's Robots.
Players have 100 Hp.
When Player's HP becomes 0, that Player is excluded from the game


Battle
When a Player Hp drop to 0, the opponent wins the game
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Zone
Several Zones are placed on the map.
When a Player is above a Zone, a Possession variable increment.
The Player with the highest Possession variable control the Zone.
When a Player Hp drops to 0, he is removed from play. After 20 seconds he earn 100% Hp and return to play.
​When the game end, the Player who control the most number of Zones, wins
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Arena
Enemies appears on the field.
Players have to defeat them all
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Run
A specular obastcle course, with Switch Screen as center, is generated.
The first Player that reaches the Switch Screen, wins
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Monster Cards

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Wear the ARsses and watch the creatures in your deck
​come to life and fight each other
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1 - Creature Zone
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2 - Note Zone
Here you can take notes on what happens to the monster evoked on the corresponding area.
You can mark changes in Hp, statistics, ...
​

3 - Energy Counter

Put your Energy Token on this table to always ​keep an eye on the energy remaining.
When you spend Energy, move the Energy Token to left.
When you gain Energy, move the Energy Token to right
​

4 - Graveyard

Put a card here when it is destroyed
​

5 - Banish Zone
Put a card here when it is banished
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1 - Game Board

Place tokens of your units on this board
​

2 - Starting Point
During the first round of the game, ​you and your opponent place the Hero Token on these cells
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1 - Data
At this level you find :

- Name of the Card

- Summon Energies : The quantity of Energy required to evoke the Creature

- Level of the Card
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​2 - Information
Type and Group are additional information,
they are useful for the operation of effects of specific cards
​

3 - Statistics
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Hp (Heart Point) :
Is the Creature's Heart Point number.
When it become, the Creature is destroyed and sent to the graveyard
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Atk (Attack) :
Determines the strength of the Creature,
this variable is used during damage calculation
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Df (Defense) :
Determines the defensive ability of the Creature,
this variable is used during the damage calculation
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Mv (Movement) :
Determines how many Cells the Creature
can pass ​during the Movement

4 - Summon, Attack, Skill​

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Summon
Some Creatures have special summon conditions.
Inside the Circle there is the number of the Energies required,
in the near box the special ​request is described
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Attack
You have to spend Energies to perform an attack with a Creature.
Inside the Rhomb is described the number of Energies you have to spend
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The matrix indicates in which position the Creature have to be located to perform an attack.
The black square represents the Creature itself on the Field. 
If an opponent's match a gray square, you Creature can attack that one
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Skill
Some Creatures have special Skills.
Inside the Square is described the number of Energies necessary to use the effect,
in the near box the effect is described
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​The different icons represent the way Spell can be used

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Effect Cost
The number inside the right rectangle show
the Energies you have to spend to use the effect
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Everywhere
You can use this effect any time, during your turn
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Everywhere, only this one
When you use this effect, you can not use other
effects of this card in the same turn
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Quick
You can use this effect during your turn,
and even during the turn of your opponent
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Chain
You can use this effect linked to a specific action
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Action
The matrix show you where the Hero can use this effect.
The black square represent the Hero position
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Wall
​The black squares edged in white represent solid Walls
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Zone
This effect generate Zone on the field

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The dashed squares represent the area of the action of the Zone
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Two Players challenge each other summoning Creatures and casting Spells.
The first Player to make 0 his opponent's Hp, wins

The Players are part of the game itself, represented by Hero Token.
Hero has 50 Hp, 20 Atk, 0 Df, 5 Mv

During turn 0, Players place the Hero token in the Starting Point zone.
Energy Token of both Player are placed on 10

A game order is decided causally

During the start of his turn (except the first turn) the Player Draw 1, and gain 5 Energy
During his turn the Player can perform ​any number of action he wants, spending Energy
Draw : By spending 5 Energy, you can Draw 1 card
Summon : By spending the Summon Cost you can Summon a Creature from the Hand to the Field
Move : By spending 1 Energy you can Move a Creature (see Move section)
Skill : By spending the Skill Cost you can use the Skill of a Creature on the Field
Attack : By spending the Attack Cost you can attack using a Creature on the Field
Spell : By spending the Spell Cost Player can use a Spell Card
Sacrifice : When Hero suffer an attack or an effect, by spending 1 Energy, send a Creature on your field
                  to the graveyard to increase Atk and Df of Hero by half of Atk and Df of the sacrificed Creature
Swap : If Hero is in a cell that one of your creature could reach moving this turn, by Spending 1 Energy
             you can swap the position of the Hero and that Creature
Support : When a Creature attack or suffer an attack in a cell where another of your Creature could attack this turn,
​by spending 1 Energy, increase the Atk of the attacking Creature by half of the Atk of 
the chosen Creature
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Spending 1 Energy, select a Creature Token on the Field, and Move it to another Cell.
Use Mv Statistic to do the Movement

For example, spending 1 Energy to Move a Creature with 3 Mv,
you can Move that Creature in 1 near Cell, up three times

Each Creature (including the Hero) on the Field can Move only one time each turns
When an opponent's Creature is situated in a Cell
​corresponding to a Grey Zone of one your Creature, you can Attack.

To Attack you have to spend the Attack Cost write on the card
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Atk of your Creature it is subtracted by Df of your opponent,
the result is subtracted from the Hp of the Creature


For example, a Creature with 17 Atk that attack
a opponent's Creature with 14 Df, inflict 3 Dmg


Each Creature can make a single Attack per turn

​When the Hp of a Creature descend to 0, it is destroyed,
​and is placed in the GY (Graveyard)
When you Attack an opponent Creature, immediately after the damage calculation, ​
if the opposing Creature is in a compatible attacking position, your Creature suffers an attack from the adversary Creature,

in this attack ​​(called Return Attack) all the damages suffered are halved
Spells are basically divided into two categories, those with Matrix and those without.
Spells without a Matrix can always be used when the requirements are met.
Spells with Matrix can only be used by the Hero.
With the same process you use to define the attack zones, 
Spell with Matrix, take the Hero (black square) as a starting point ​and act in the gray zone
Zones are always evoked by taking the Hero's position as a reference point.
When you evoke a Zone use a pencil to mark it on the Field.
When a Creature is in a Zone (trimmed squares) and some requirements are met, the effect of the Zone is activated
The black squares edged in white, represent Walls.
Walls are physical spaces, Creatures can not move on a Cell occupied by a Wall.
A Wall has Hp and Df statistics, and can be attacked.
When a Wall Hp drops to 0, it is destroyed (erase it with rubber)

​Starter Decks

Medvikin Deck​
​Rak'j Deck

​Ghastly

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Matteo is overly excited, has just seen his first challenge between two Boothkaros, and he think it was just awesome.
The two esper have clashed with their Ghastlys in a spectacular fight, rich of adrenaline and strategy.
The Boothkaros are masters able to communicate and manipulate energies
coming from alternatives dimensions, called Ghastlys.
Boothkaros face each other in challenges to demonstrate their ability and the ability of their Ghastlys
Ghastlys is a turn-base strategic game,
where you lead a team of six Ghastlys, in combat 3 vs 3.

The playing field is a chessboard, in which Ghastlys are positioned and moved
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Energy is a value that determinate the Hp and also the Mp of a Ghastly.
It is spent to use a technique of a Ghastly, and when it reaches 0, the Ghastly is defeated.
Attack is summed to the sub-Attack of a move, when you attack,
and subtracted to the opponent's Defense, to calculate damage.
Resilience is subtracted to the Effect Number, to determinate if an Effect affect the opponent.
Speed determinate the order of the turns
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Each Techniques has its own statistics, effect and range
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​During your turn, a Ghastly can :

- Move
 - Use a Technique
- Interchange with another Ghastly not in game
Matteo is excited, he can not wait to become a Boothkaros, but where he can find a Ghastly ?
The guy goes to Jack Kiverak's shop, an old Boothkaros pro.
"My dear boy..." Jack say "... you need to see them, 
and for see a Ghastly you need a pair of ARsses.
When you find a Ghastly you have to try to capture it, and put it in a Boothable”
Move among the corridor of your home, the streets of your city, ​under the shade of a park's trees, ...,
look everywhere in search of spirits !
The geolocalizer help the CPU decide what Ghastly appear and when,
​and the Switch Screen help you giving hints, ​
and ​emitting unpleasant sounds when you suffer attacks. 
When you find a ghost, shoot against it, trying to hit focal points
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Walk around a place...
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...looking for a Ghastly
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When is found,
it escape ​in all directions
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Try to hit all the focal points...
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...if you do it, the Ghastly is captured 
and sent to the table
​As in other location-based games, the interaction with the game map
(which corresponds to the map of the place where you are) offers different types of interaction

Walking on the map you can find :

Spot

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Special chest placed in particular areas of maps.
When you walk into a Spot you are rewarded with different Tokens,
which you can convert into useful items (see Shop)
Spirits
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Npc are generated and procedurally placed on the map.
These spirits, daily, propose you Quests. ​If you can complete them you will be rewarded

Examples:

- Find and fight 5 "Rejkna"
- Hit 5 Ballons within 1 hour
- Defeat "Khan Barona" with only one Ghastly in the team

Great Spirits

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Powerful bosses that you can find on special places of the map.
They are unique entities that challenge you in great fights.

If you can defeat them you get great prizes

Balloons

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Flying objects that can be destroyed by shooting with the Joycon, ​they give great prizes​
There are three types of Ballons :

Blue : Randomly Generated

Red : Unique object hidden in special places of the world

Yellow : Each Player can generate a Yellow Ballons by spending Tokens

The Player hides the balloon in a place on the map, using the Joycon pointer.
Once every 4 hours Player receives a bonus equal to 1/4 ​of the Tokens spent to generate the Balloon.
When a Player shoots (using the Joycon) to a Yellow Baloons placed by another Player,
gains
1/4 of the spent Tokens to generate that Balloon, ​and the Balloon placed by the Player stops his effect for 1 hour

Station

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Stations (like Spots) are placed in particular areas of the map.
A default Ghastly is located inside a Station.
When a Player defeats a Ghastly inside a Station, ​can place his Ghastly inside the Station.
Once every 4 hours a Player earns 1 Token multiplied by the number of Stations ​he controls,
​plus the number of hours he has owned those Station

Shop

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Here you can convert Tokens you have earned into valuable items

​​Super Lasercon

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Super Lasercon is a multiplayer RPS (Real Person Shooter)
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Hp
This value start at 100. When you suffer damages it decrease.
When it become 0, the Player is defeated
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Shield
This value is initially 0. It can be incremented by bonus.
If this value is more the 1, it decrement instead of Hp when you suffer damages
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Weapon
Show the active weapon and the number of available ammo.
Each weapon has a personal icon
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Radar
Indicates the position of objects and Players.
It work only in specific occasions
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Object
Each Player can equip up four objects.
The cross indicate the equip button and the munitions
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Info Box
Inside the box many information are shown
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Using the Level Editor, Players creates the playing field,
and a number of spawn zones equal to the number of Player +1,
then they place the Switch Screen at the center of the stage
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At the beginning of the game ARsees shows a spawn zone number, one for each Player.
Each Player have to reach the spawn zones assigned to him.
A countdown is shown by ARsses, when the time expires the game begins
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The target of each Player is to reduce the opponents' Hp to 0, using their own Joycon like a gun
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When the Hp becomes 0, a spawn zone number is shown on the ARsses screen,
the Player's Joycon does not work until that Player reaches that spawn zone
Switch Screen knowing the game area is able to randomly generate physical objects,
visible to the Player through ARsses

Players can find special Box on the map
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To open the boxes a Player have to shoot the circles, and follow the lines with the Pointer.
While a Player approaches a Box he is visible in opponent's radar.

A Box can contain:

- Medikit
- Armor
- Weapon
​-
Object

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Tilt the Stick to select the desired Weapon
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It projects a useful
​laser viewfinder
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You can charge the
​beam by holding R
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tI shoot a burst of bullets
then it is inactive for 3 seconds
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To recharge this weapon,
place a hand under the IR camera
​and shake the Joycon
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This weapon deal damages only
when hit perfectly the center
of ​the opponent's Joycon
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It emit a ray that
​continue to hit over time
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It can hit the target
​even through walls
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Emits a powerful
​shock wave
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Use the Directional Buttons to select the desired Object

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Radar

You can temporarily see opponents in the Radar
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​Smoke Bomb
It generate a
smokescreen ​in which
the Player ​can hide
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​Fake Signal

Create a false signal that appear in the Radar of the opponent
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Invisible Barrier
Use the Level Editor
technique to create
an area immune to 
​enemies hits
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​Jammer 

Disturb your opponent's vision through visual disturbances
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​Medigun

Shoot your teammates
​to increase their HP
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​Granade

Launch this deflagrating weapon to cause serious damage
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​Switch Bomb
Place the bomb, 
then press the Object button 
to trigger ​the explosion
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