Square
Ninjias
Designers:
Level, weapons, environment, 3D modeling, and interaction: Hanyang Jiang
Level, weapons, environment, 3D modeling, and interaction: Scott Pu
Level, weapons, environment, 3D modeling, and interaction: Geyao Zhang
Coding, level, weapons, characters, environment, and interaction:Yunqi Zhou
Game Engine: Unity
3D Modeling: MAYA
About Square Ninjia
The goal of our project is to create a top-down view 3D “capture the flag” game with combat elements
and a light-hearted theme. “Stupendous Ninja Night” is a game where two teams of ninjas are fighting
to obtain a magical scroll for their clan in order to bring an end to the ninja war. Once on the battlefield,
they are able to utilize powerful weapons with unique abilities to vanquish any opposing ninjas standing
between them and their objective.
Originally, the theme of our game was to be based in a prison where two teams of inmates are fighting
over a pack of cigarettes. However, there were concerns that we were reinforcing the negative
stereotypes of violent inmates because we lack a meaningful message behind the game.
In response, we decided to change our theme to ninjas. The intention of our game has always been to
create a fun, whimsical play experience. We felt crafting our gameplay against the rigid mold of a
meaningful message would restrict our freedom in creating an entertaining play experience that fits this
tone. Thus we decided to use ninjas, a theme widely used by many games with a less serious tone.
The next step was to create a variety of weapons that fits our theme as well as adds flavor to the
combat experience. We chose to limit it to four abilities, two ranged and two melees, to retain some
simplicity and offer the players meaningful choices. Three of these abilities come from limited use
weapon pickups that appear at random locations. The fourth is the default punch option ensuring that
players are able to defend themselves without a power up.
For ranged, we have the shuriken and the grappling hook (kusarigama). The shuriken is intended as a
high-risk high-reward execute weapon used to finish off a wounded foe attempting to make off with the
scroll. It is a high damage skill shot with a relatively long cooldown where the player will need to aim at
the enemy in order to score a hit. The grappling hook works in a similar manner, however, it deals low
damage in return for high utility. It is able to pull players hit by it to the player using it, thus changing the
pace of battle. For melee, we have the katana and the punch. Katana deals medium damage with a
medium cooldown while giving a slight speed boost. Punch deals low damage with a very low cooldown
as the default method of damage.
Similar to the weapons, the scroll is also a pickup with special effects. When picked up, it puts a slow
effect on the player, so others have a chance to catch up with him. However, it can also be consumed to
offer a temporary speed boost for some utility. After consumption, the scroll returns to the middle of the
map available to be picked up again. The scroll’s main effect is to act as the flag, where the ninjas try to
bring it to their side of the bridge, thus ending the great ninja war.
The final step in creating the game was to add feedbacks to all the interactions. The scroll places a
blinking red square beneath the carrying player. There is also a large arrow beneath players at all time
indicating their player color as well as facing for aimed weapons. In terms of general gameplay, we have
an arrow indicating the scroll drop off direction when a player has the scroll. All weapons and the punch
has their own animation as well as on hit effect. Lastly, when a team successfully obtained the scroll
there is an on-screen message informing the ending of the game.