Design Doc

ok so far a few things changed from the original discussion, and more are likely to change before we're done but this is the working design document. also if you don't know what desinger toys are or would like to see some awsome examples - go there
http://www.creativecloseup.com/awesome-designer-toys-gallery


Concept:
Face off against other players in a battle royale of explosive weapons on a spherical environment. Designer toy-styled characters, levels, and weapons matched to comedic animation take the player on a fun ride in this casual on-line multiplayer third person shooter.


Game Description:

Characters

30 character designs will be initially available for players to choose from, new character designs will be added eventually from a web forum where anyone can post designs and vote on others.

Environment

The playing map is a perfectly spherical environment. The size of the sphere is determined by the number of players on the map. The size is updated whenever a player enters or leaves a map. Characters and projectile weapons can circumnavigate the map. Plants and other props grow or get removed to fill the same percentage of surface area as the map grows or shrinks.

Battle Match System

Once a player has chosen a character they can view the match system listings where they can see other players on-line and the time remaining till the next match. Players must press a “ready” button to sign up for a match. A match starts once a minute if 2 to 30 players are signed up. If more then 30 players sign up for a match, the overflow starts a new match in 30 seconds. When players are done with a match they are placed back to the match system.

Battles

The last player standing is the battle winner. Battles are not timed, but after 5 minutes the environment shrinks regardless of the number of players left.

Team Match
-15 vs 15
-7 x 4
-4 x 4
-2 x 2
-1 v 1

War Games
-Capture the Flag
-King of the Hill

Skill Games
-First to X Kills
-Quick Death
-Hand Weapons Only
-Juice Bombs Only
-Small World After All

Juice

Each player starts with an equal amount of juice that diminishes when they are injured and can only be gained by “Poking” other players. Juice has no maximum but becomes harder to gain as it increases. A player is dead when their juice is completely diminished.

Weapon Systems

-Poking

Poking is similar to swatting or punching, and only effects players in front or to the sides within reaching distance. The amount of damage it inflicts is very minimal. Poking is the only method of increasing one’s juice.

- Juice Bomb

Juice Bombs inflict damage in a radius from the player. The radius and damage of the juice bomb increases as the player’s juice increases. Using a juice bomb decreases the player’s juice by equal amounts regardless of the player’s juice level. After a player uses a juice bomb they are temporarily disoriented and can not move or defend themselves.

- Hand Weapons

Hand weapons which are randomly dispersed at random times around the map can be obtained by running over them. Only one hand weapon can be held at a time so if a player has a hand weapon and wants to pick a different one up they must press a button to drop their current weapon. Hand weapons have limited ammo. When a weapon is dropped it can be picked up again but with the same amount of ammo as it was dropped with. When weapons run out of ammo they are removed. Additional ammo up to the maximum capacity can be obtained by running over a weapon.

Hand weapons have some or all of the following properties on a scale from 0 to 10: damage, range, rate of fire, and an initial ammo/maximum capacity count.


- - Sling Shot damage 1 range 1 rate of fire 10 ammo 20/40 bee bee, dies on impact and disappears


- - Cross Bow damage 3 range 3 rate of fire 5 ammo 15/30 arrow, dies on impact, lays or sticks in ground for short amount of time


- - Harpoon Gun damage 5 range 6 rate of fire 3 ammo 10/20 arrow with short rope, dies on impact, lays or sticks in ground for short amount of time


- - Grenade Launcher damage 8 range 6 rate of fire 3 ammo 10/10 grenades, set amount of time before detonation, so it could bounce or roll to a stop before exploding


- - Bazooka damage 8 range 8 rate of fire 3 ammo 10/10 explodes on any impact, medium radius of damage


- - Homing Missile damage 6 range 10 rate of fire 3 ammo 8/8 explodes on any impact, curves towards the closest target, medium radius of damage


- - Land Mine damage 7 range 0 rate of fire 5 ammo 5/15 explodes after any impact; players or other weapons, large radius of damage


- - SCUD missile damage 10 range 10 rate of fire 1 ammo 1/1 REALLY LARGE radius of damage, explodes on any impact

All hand weapons except the land mind are arching projectiles that given the right range and angle could orbit the map. However even projectiles like the homing missile have a maximum thrust range and would eventually fall back to earth.

Controls

-Navigation and Aiming

“W” & “S” - Move the player forward and backward along their facing direction

“A” & “D” - Move the player left and right perpendicular to their facing direction

Mouse Movement Left and Right – Turn the players facing direction

Mouse Movement Forward and Backward – adjust the camera angle to the player up and down as well as the aiming angle


-Weapons/ Firing controls

Ctrl” - display projectile arc.

Left Mouse Button On-Click / Hold – Fire / Auto Fire


Right Mouse Button On-Click - Pokes

Right Mouse Button Rapid Click - Combo Poke

Right Mouse Button Hold 1+ seconds - energizes Juice Bomb,

Then Release – Fire Juice Bomb


Audio?




1 comment:

  1. Spherical Environment – Why?
    True it’s a fairly new and unused environment scheme; Mario Galexy, Max Blastronaut, and just handful of other small projects have used this idea in 3d. That’s not a reason though, just a noteworthy point.

    The spherical environment is appealing to me because it solves a design problem found in nearly all games. Boundaries! They exist for many reasons, hardware limitations, level design, content resources, etc. You may say “What about open world environments in MMORPGs.” The issues I have there is, A: Either the world has to be so large the player doesn’t feel there are boundaries that the need for content to fill the world sky rockets, and B: It can easily create loads of dead space between action, i.e. -traveling across zones for hours. Theses issues are obviously tolerable since there are so many successful games that subscribe to these solutions.

    For ebears the spherical environment presents a world that isn’t restrained by boundaries AND can be just big enough to keep the action going. Additionally the amount of environment content creation is limited by the size of the world.

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