KinectMagic – A Kinect Wizard Duel Game Prototype

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:

KinectMagic

Create spells! Attack! Defend! Dodge!

Tactical spellcasting meets fast reflexes in this
duel game for two wizards and a Kinect v1.

Download for Windows

KinectMagic - A Kinect Wizard Duel Game Prototype

Credits:

  • Tobias Wehrum: Programming, Game Design
  • Jana Leinweber: Game Design

With assets by:

Thanks to Tobias Müller for recording the video with me!

Here is a quick summary of the spells:

Throwable projectile.
Throwable projectile.
Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.
Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.
A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.
A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.
Multiple small throwable projectiles.
Multiple small throwable projectiles.
Creates a shield around a hand of the player, blocking one projectile or lightning.
Creates a shield around a hand of the player, blocking one projectile or lightning.
Creates a temporary air field around the player's hand which can reflect projectiles.
Creates a temporary air field around the player’s hand which can reflect projectiles.
Heals the player. Cures poison.
Heals the player. Cures poison.
A throwable projectile that heals the throwing player afterwards if it hits.
A throwable projectile that heals the throwing player afterwards if it hits.
Destroys all of the other player's gathered spells if he doesn't use them quickly enough. Does damage for every destroyed spell.
Destroys all of the other player’s gathered spells if he doesn’t use them quickly enough. Does damage for every destroyed spell.
Slows time inside a bubble, making every projectile slower and more easily dodgeable.
Slows time inside a bubble, making every projectile slower and more easily dodgeable.

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.

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