In my studies at the HTW Berlin, I had a course called “Independent Coursework” where I could choose to work on any project relevant to my studies. I chose to work on a Kinect multiplayer game which should also be interesting to watch. Most important to me was that the game uses what the Kinect does best in my opinion: Spacial movement. I didn’t want any repetitive gestures, just a direct relationship between the players and their avatars. So, together with my fellow student Jana Leinweber I set out and developed, and a few months and a dozen iterations later we had this:
Create spells! Attack! Defend! Dodge!
Tactical spellcasting meets fast reflexes in this
duel game for two wizards and a Kinect v1.
Credits:
- Tobias Wehrum: Programming, Game Design
- Jana Leinweber: Game Design
With assets by:
- Countdown Voice by Iwan “qubodup” Gabovitch
- Sound Effects from Universal Sound FX
- Video Music by Steven O’Brien
- Particles by Unluck Software
- Icons from Game-icons.net
- “Granstander Clean” font by Tyler Finck
Thanks to Tobias Müller for recording the video with me!
Here is a quick summary of the spells:










Apart from striving to make the game fitting for the unique capabilities of the Kinect, we also tried to adhere closely to the principle of counter-play: Every action should be interesting for the attacker and for the victim.
A few examples of counter-play in our spells:
- Projectiles are interesting to target/throw and it is also fun to evade them.
- If the enemy hoards spell containers, you can use an Energy Storm. This sucks for the enemy, but he can still quickly react and choose which spells to use.
- Air Blast can be used against a projectile-heavy enemy, reflecting those projectiles – but they still have to be targeted well.
- Heal helps the player, but while he heals he is busy and defenseless.
- If the enemy has an Air Blast or a Slowing Bubble, that might be the perfect time to hoard new spells – or to use a Poison Bubble.
- The enemy has a Shield? Use a Stone Strike – if the enemy blocks it, the Shield breaks on which was only 1/3 of the damage.