Difference between revisions of "Description"

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*What kind of game are you planning to build?
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Vehicle combat with front weapons and rear weapons. Overall gameplay is timed deathmatch. Winner has most kills.
::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?
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'''Color Scheme'''
::The player with the most points at the end of the game wins. Duration of the game may be time based or point based.
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*Three colors red, green, and blue represent a rock-paper-scissors scheme. (Think pokemon fire, grass, water.)
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*Vehicles have defensive color. Front weapons have attacking color. Rear weapons are neutral.
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*Color influences:
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:*Greater attack color => double damage.  
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:*Same/Neutral attack color => base damage.
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:*Weaker attack color => heals defender.
  
*What are the interesting or unique aspects to your game?
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'''Player's Equipment'''
::'''Tradeoffs'''
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*Each player can have one of each front weapon type.
:::Different loadouts have certain pros and cons
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*Each player can only hold onto one type of rear weapon at a time.
:::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.
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::'''Strategy'''
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'''Weapon Types'''
:::No persistant player location on mini-map. Allows for ambushes and forces players to hunt each other.
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*Front Weapons (Dependent on color types.)
:::'''Forces players to converge on locations'''
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:*Missile: Homes on enemies for moderate damage with special terrain-aware homing. Damage influenced by color scheme.
:::Players will seek items that counter their opponent creating a focus on the location of items.
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:*Pulse cannon: Homes on enemies to stun with minimal damage. Stun time and damage influenced by color scheme.
:::Every so often a player's position will be exposed on the mini-map.
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:*Gatling gun: Auto aims to spray enemy with rapid fire moderate damage. Damage influenced by color scheme.
:::'''Dynamic strategies and adaptation'''
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*Rear Weapons (Independent of color types.)
:::Loadouts of other players and personal preference will determine a given players strategy
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:*Proximity Mine: Detects nearby players for high damage.
:::Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item.
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:*Fire Trail: Drop a trail of fire for enemies to drive through. Damages over time.
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'''Shield'''
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*Timed with immediate activation to nullify all damage and healing.
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*Will nullify damage from pulse cannon but user can still be stunned.

Latest revision as of 23:30, 7 June 2013

Vehicle combat with front weapons and rear weapons. Overall gameplay is timed deathmatch. Winner has most kills.

Color Scheme

  • Three colors red, green, and blue represent a rock-paper-scissors scheme. (Think pokemon fire, grass, water.)
  • Vehicles have defensive color. Front weapons have attacking color. Rear weapons are neutral.
  • Color influences:
  • Greater attack color => double damage.
  • Same/Neutral attack color => base damage.
  • Weaker attack color => heals defender.

Player's Equipment

  • Each player can have one of each front weapon type.
  • Each player can only hold onto one type of rear weapon at a time.

Weapon Types

  • Front Weapons (Dependent on color types.)
  • Missile: Homes on enemies for moderate damage with special terrain-aware homing. Damage influenced by color scheme.
  • Pulse cannon: Homes on enemies to stun with minimal damage. Stun time and damage influenced by color scheme.
  • Gatling gun: Auto aims to spray enemy with rapid fire moderate damage. Damage influenced by color scheme.
  • Rear Weapons (Independent of color types.)
  • Proximity Mine: Detects nearby players for high damage.
  • Fire Trail: Drop a trail of fire for enemies to drive through. Damages over time.

Shield

  • Timed with immediate activation to nullify all damage and healing.
  • Will nullify damage from pulse cannon but user can still be stunned.