Difference between revisions of "Description"

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(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.
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::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.
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::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.
 
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::'''Strategy'''
Weapons are classified as forward/backwards/support
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:::No persistant player location on mini-map. Allows for ambushes and forces players to hunt each other.
Defensive loadouts with certain pros and cons
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:::'''Forces players to converge on locations'''
More defense comes at the cost of mobility
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:::Players will seek items that counter their opponent creating a focus on the location of items.
Strategy
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:::Every so often a player's position will be exposed on the mini-map.
Depending on loadouts players will determine their play style
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:::'''Dynamic strategies and adaptation'''
Players will build loadouts by running over powerups
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:::Loadouts of other players and personal preference will determine a given players strategy
Forces players to converge on locations
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:::Players learn the loadout preferences of other players and can lie in ambush at the site of a preferred item.
Creates dynamic strategies which players adapt to
 

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.