Difference between revisions of "Description"
From Spartacats
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− | *What kind of game are you planning to build? | + | *'''What kind of game are you planning to build?''' |
::A vehicular combat game involving cute/psychotic animals. A player may have a front-firing weapon, rear-firing weapon, and a supportive/defensive device as well as a type of frame/armor for their vehicle. | ::A vehicular combat game involving cute/psychotic animals. A player may have a front-firing weapon, rear-firing weapon, and a supportive/defensive device as well as a type of frame/armor for their vehicle. | ||
::Players can hold only one type of each weapon/device item and armor, and each of these are attained by driving into the corresponding (randomly spawned) item icon during gameplay. | ::Players can hold only one type of each weapon/device item and armor, and each of these are attained by driving into the corresponding (randomly spawned) item icon during gameplay. | ||
− | *What are the goals of the game, how do players win, how do they lose? | + | *'''What are the goals of the game, how do players win, how do they lose?''' |
::The player with the most points at the end of the game wins. Duration of the game may be time based or point based. | ::The player with the most points at the end of the game wins. Duration of the game may be time based or point based. | ||
− | *What are the interesting or unique aspects to your game? | + | *'''What are the interesting or unique aspects to your game?''' |
::'''Tradeoffs''' | ::'''Tradeoffs''' | ||
:::Different loadouts have certain pros and cons | :::Different loadouts have certain pros and cons | ||
:::Players will pick weapons/armor based on their desired playstyle as well as what their opponents pick. This creates a dynamic environment where one player cannot snowball into victory based purely on having "the best" items, since items can be countered relatively easily. | :::Players will pick weapons/armor based on their desired playstyle as well as what their opponents pick. This creates a dynamic environment where one player cannot snowball into victory based purely on having "the best" items, since items can be countered relatively easily. | ||
::'''Strategy''' | ::'''Strategy''' | ||
− | |||
:::'''Forces players to converge on locations''' | :::'''Forces players to converge on locations''' | ||
:::Players will seek items that counter their opponent creating a focus on the location of items. | :::Players will seek items that counter their opponent creating a focus on the location of items. | ||
:::Every so often a player's position will be exposed on the mini-map. | :::Every so often a player's position will be exposed on the mini-map. | ||
:::'''Dynamic strategies and adaptation''' | :::'''Dynamic strategies and adaptation''' | ||
+ | :::No persistant player location on mini-map (firing certain weapons gives away position) allows for ambushes and forces players to hunt each other. | ||
:::Loadouts of other players and personal preference will determine a given players strategy | :::Loadouts of other players and personal preference will determine a given players strategy | ||
:::Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item. | :::Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item. |
Revision as of 08:42, 8 April 2013
- What kind of game are you planning to build?
- A vehicular combat game involving cute/psychotic animals. A player may have a front-firing weapon, rear-firing weapon, and a supportive/defensive device as well as a type of frame/armor for their vehicle.
- Players can hold only one type of each weapon/device item and armor, and each of these are attained by driving into the corresponding (randomly spawned) item icon during gameplay.
- What are the goals of the game, how do players win, how do they lose?
- The player with the most points at the end of the game wins. Duration of the game may be time based or point based.
- What are the interesting or unique aspects to your game?
- Tradeoffs
- Different loadouts have certain pros and cons
- Players will pick weapons/armor based on their desired playstyle as well as what their opponents pick. This creates a dynamic environment where one player cannot snowball into victory based purely on having "the best" items, since items can be countered relatively easily.
- Strategy
- Forces players to converge on locations
- Players will seek items that counter their opponent creating a focus on the location of items.
- Every so often a player's position will be exposed on the mini-map.
- Dynamic strategies and adaptation
- No persistant player location on mini-map (firing certain weapons gives away position) allows for ambushes and forces players to hunt each other.
- Loadouts of other players and personal preference will determine a given players strategy
- Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item.
- Tradeoffs