Difference between revisions of "Description"
From Spartacats
(Created page with "*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 su...") |
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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 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) 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? | ||
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:::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''' | |
− | + | :::No persistant player location on mini-map. Allows for ambushes and forces players to hunt each other. | |
− | + | :::'''Forces players to converge on locations''' | |
− | + | :::Players will seek items that counter their opponent creating a focus on the location of items. | |
− | Strategy | + | :::Every so often a player's position will be exposed on the mini-map. |
− | + | :::'''Dynamic strategies and adaptation''' | |
− | + | :::Loadouts of other players and personal preference will determine a given players strategy | |
− | Forces players to converge on locations | + | :::Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item. |
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Revision as of 08:40, 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
- No persistant player location on mini-map. Allows for ambushes and forces players to hunt each other.
- 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
- 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