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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'''Weapon Types'''
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*Front Weapons (Dependent on color types.)
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:*Missile: Homes on enemies for moderate damage with special terrain-aware homing. Damage influenced by color scheme.
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:*Pulse cannon: Homes on enemies to stun with minimal damage. Stun time and damage influenced by color scheme.
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:*Gatling gun: Auto aims to spray enemy with rapid fire moderate damage. Damage influenced by color scheme.
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*Rear Weapons (Independent of color types.)
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:*Proximity Mine: Detects nearby players for high damage.
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:*Fire Trail: Drop a trail of fire for enemies to drive through. Damages over time.
  
:'''Strategy'''
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'''Support Items'''
::'''Players converge on locations'''
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:*Shield: Timed and nullifies all damage and healing. Will nullify damage from pulse cannon but user can still be stunned. Immediate activation.
::*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.
 

Revision as of 23:29, 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.

Support Items

  • Shield: Timed and nullifies all damage and healing. Will nullify damage from pulse cannon but user can still be stunned. Immediate activation.