Bakugan Geogan Click Battle
2D Multiplayer duel game

Multiplayer casual game

Dev environment:


Bakugan Click Battle is a game where players clash against each other in a series of mini games.
Each turn both players have to compete in mini-games. By successfully completing the task damage dealt to your opponent each round increases. In order to win you have to completely deplete both of the other player's bakugan forms.
Minigames base class
In order to create the workflow that is easy to extend and also to access the baseGameManager class was created. All other game managers extending the base class. That allows to be sure that the game state will always have needed data fields.
Spin mini-game
Main technical goal of the spin-game is to detect when player has made a full rotation with the circle. Visually player rotates the sphere completely however in code we only check for the 4 points around the sphere. By reaching each of them ones you reach small goal and sphere gets smaller.

It is worth mentioning that originally there was no visual rotation and it was really hard for the player to determine if the turn happens.
Path mini-game
Path minigame was solved by creating a class representing for each path and then assigning methods from the manager class to path image callback. After starting to drag a tile along the path by either stop clicking or moving tile out of the path you will trigger this objects Input out callbacks. This allows to create a simple solution for tracking if tile is moving along the path or not, without explicit and complicated path checks.
Tap mini-game
Main challenge in tap mini-game was creating a possibility to track the order in which tiles were pressed. When player taps out or taps the tiles not in the order they have appeared on the screen his combo should broken. Each spawned tile is stored in the array, when we click on the tile we can check its current index and if its 0 we increase combo and remove this element from the array. In case index is not 0 we break combo and still remove the element. This way we can easily keep the order of elements and allow for the player to recover by pressing rest of the tiles in the correct order.

Additionally there are two types of the tapping games. By creating the main TapFigManager we can inherit its functionality and modify in StackFightManager. We reduce the code repetition and also it makes further updates easier.
Multiplayer casual game⠀⠀
Dev environment⠀⠀⠀
Each block adds the weight to the table. The only indicators players have is visual leaning of the table and calculating the amount of cubes already placed on the table.
Challenge variety
Each turn has a roll for the amount of cubes and what weight they would be for both player and enemy. The player is restricted each turn to only three random placements on the table.
Bakugan Click Battle
Development process
Initial idea
Creation of the mini-games combined in a solid game loop and connected to the server data flow.
First concept
A series of tapping and clicking casual games that, upon completion, increase your damage output to another player.
Task management
Development and realisation of the outlined mechanics and maintaining the constant loop of updates so game designers can adjust the game.
First builds
Finalisation of the first mini-games and play-testing to see the bugs and inconsistencies. Allows for first balancing by the game designer.
Minigames mechanics evaluation
Solving bugs that were found and tweaking mechanics. Faced first issues with tap tracking and trail filling games.
Beta build testing
Testing of a solid project, finding incompatibilities of mechanics and minor visual reworks. Check the game on all required platforms. Check for recurring bugs on other platforms.
Final build
Finalising and polishing followed by optimisation of the build. Final design and art changes implemented.
Daniil Khokhonov
Cologne, Germany
Made on