Difference between revisions of "Description"

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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'''
:::No persistant player location on mini-map. Allows for ambushes and forces players to hunt each other.
 
 
:::'''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.