I wrote up a nice concept document to turn in for class yesterday and now I'm ready to share it with the world! This is the project I'll be working on over the next 21 weeks alongside my personal mobile game projects so I think it deserves a few dedicated posts. Read the concept document after the break to see what this college game project is all about.
My group is Group 2 just like last year. That title stuck so much hat we decided to make it the team name and game designer Charles even made a "G2" logo out of it.
We decided the name fit perfectly because it describes the games core idea, a vehicle based high-speed arena deathmatch game. It also sounds a lot like a certain popular song, which got people making jokes about the title, which made our game the most discussed one of the class, whereas a more typical name would have been forgotten.
We decided the name fit perfectly because it describes the games core idea, a vehicle based high-speed arena deathmatch game. It also sounds a lot like a certain popular song, which got people making jokes about the title, which made our game the most discussed one of the class, whereas a more typical name would have been forgotten.
This article is meant to get the initial idea on paper and in a form that all group members can understand so that we are all on the same page and working on the same game vision. For that reason, visuals are incredibly important and clear sentences are required. I also included an extra space for bullet point ideas that pop up later so all good ideas are kept in a place we can check later if we finish the project with time to spare.
It's a bit messy here and looks way better as a word document but here goes...
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Group 2 Presents (in
association with Yotes Games)…
Mach-Arena
Focus:
Mach-Arena is a fast
paced multiplayer deathmatch taking place in claustrophobic underground tunnels
with wide open hub areas. Players control
flying vehicles and are constantly moving forward but can control their speed. When
in tunnel paths the vehicles move along set paths at high speeds and players
control which side of the tunnel wall to hover over. When in open areas players
have a 3D range of movement. All players have a map with the other players
locations charted, adding a layer of strategy as players predict each other’s
movements. Traversing the tunnels is incentivized by the randomized power ups
players can pick up in there but deterred by the obstacles and the risk of
another player’s ambush at the opposite end.
There is a contrast between the
vibrantly colored objects of interest and the dull colored environment which
draws attention and gives players things to move toward or away from. Players
have will have fun hunting each other down, taking advantage of the environment,
and racing through the high-speed controlled paths in tunnels.
Gameplay:
Mach-Arena
combines the fast paced action of racing games with the thrill of hunting and
combat of shooter games. Players
have the ability to speed up and slow down, but never stop, and can even dodge
once before needing to recharge (so no one can dodge oncoming fire forever). Passageways can lead down alternate paths if a
player flies over a hole while speeding through them. Players are always moving forward at a decent,
fast, faster, or crazy pace which prevents “camping” and unfair tactics.
Crashing
into another player causes damage to both vehicles. If the speed of the players
at impact is great enough one or all players involved may explode. Players all
have a set amount of health. [Different vehicles may or may not have different
attributes/stats.]
“Hmm. That guy is
almost halfway through that tunnel. I can go in from the other end and ram into
him. Since I have the shield item I won’t get hurt, but he’ll explode because
we’re going so fast!”
Details:
Power
ups add a layer of strategy and empowerment. When acquired, players can
activate them at any time. Shield protects the user from harm
for a short time, Frenzy rapidly fires shots with a longer range for a short
time, Blast fires one instant kill shot instead of a regular shot, Trap
lays a floating bomb behind the user for other players to run into, and Boost
greatly increases the user’s speed for a few seconds. Standard deathmatch rules: 10 min of gameplay.
Kill - Score+1, Die – Score -1.
Concept words: turbo,
tunnel, shot, fire, race, speed, death, blast, way, zoom, rocket, underground,
cave, go, fast, crash, pilot, arena, fight, combat, channel, pods, target , hovercraft, jet, blaster,
pipeline
Names: Thunder Tunnel,
Super Tunnel Combat 64, Channel
Chasers, Battle Tunnel X, Storm Tunnel,
Jet Tunnel, Catacomb Blaster, Catacraft Combat, Katacraft Kombat, Mach Arena, CATACOMBAT, MachZero
Ship names:
Catacraft, G.A.T.O.R. , Flighter, J.E.T
Concept Images:
(Google Images & our whiteboard)
(Google Images & our whiteboard)
Extended Details:
· Ring/Light/Booster/Portal/Indicator of Tunnel
entrance. Reason for it making you speed up and stay locked.
·
Shiny chrome ring around tunnel entrances
·
Trap can be a floating spike bomb,
ball of energy, or electric field/cloud.
·
Tunnel obstacles – lava, roots,
stalactites, rubble.
·
Game Flow: Start Screen (Press
spacebar), Menu (deathmatch, online
deathmatch, local deathmatch, control options, how to play), Deathmatch (for class purposes, single
player only), Controls (3 different
setups, tease future joypad support), How
To Play (simple instructions. Minimize amount of text, use graphic banners),
Ship Select (after choosing
Deathmatch, player picks a ship), End
Screen (after Deathmatch end see rankings and choose to retry or quit to
menu), Arena Select (choose a
fighting location before the match begins, only one available), Gameplay (Camera is behind the player
while the HUD overlaps the screen).
·
Cannot dodge in tunnels
·
Underground level – Underdome. Hemisphere with 4 metallic/magnetic tunnels. The central
hub has several pillars of different heights extending from the ground (a few
of them even connect to the ceiling). The pillars serve as obstacles and view
obstructers that allow players to avoid being spotted immediately. Bumping into
the pillars or cave walls causes damage.
· Blur effect when using Boost
· particle effects for item get and ship exhaust
· crumbling ceiling effect & light haze in hub
· subtle sound effects
· Fun with rankings – give out titles like Goldeneye for most kills or the least aggressive player
Future Expansion:
·
Themed levels- underwater, space, underground
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