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Game Treatment
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Game One is a multiplayer dog-fighting third person shooter with module based spacecrafts. It supports up to 8 players, with a minimum of 2 players, playing LAN or online in the classic game mode Free For All. You can change how the ship steers and what abilities it will have by changing modules attached to the given ship during the game. The game world is a pseudo- randomized environment combined with top of the range visual appeal. Target audience for this game will be mid-core gamers with a PC. The game world is set to be in space on various old abandon mining facilities located on asteroids, on these mining facilities there is no gravitation and no possibility to explore locations outside this asteroid.
Play against your friends either online or over LAN. Partially random generated worlds where each round will be different from the previous game leaving the player with a different experience each time around. Customizing each ship depending what each player prefers to utilize in the game, allowing for a much varied gameplay.
The main focus of Game One will be the dog fighting mechanic where players will hunt each other through numerous dangerous tunnels and caves without any gravity, much like a scene from Star Wars. During a typical round players will be focusing on gathering loot (addons) that’s spread across the game world, the loot can be used to enhance the spacecraft's ability to destroy the competition. This rewards players that take the extra time to explore each world and find the best loot before they engage an enemy.
Players that seek a causal to mid-core, enjoyable experience on the PC platform to play arcade dogfighting games. The game contains mild violence without any blood or strong language, it also contains mild language. Resulting rating for Game One will then be Teen.
“Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.”
Targeted platform will be Windows 7 and above with DirectX 11 and above compatible graphics card. Required minimum internet bandwidth for online gameplay is 1Mbit.
Minimum requirements:
Core 2 Duo 3 GB RAM Nvidia 460 or similar 1GB disk space.
Recommended requirements:
Core i5 Sandy Bridge 6 GB RAM Nvidia 560ti or similar 1GB disk space.
The in-game art will have a surrealistic feeling and a clean design. Where the different areas will have distinct looks based on ambient lighting and decorative model assets. Audio will be inspired by sci-fi movies and games, such as Star Wars. In which the game will feature impressive sound effects.
###Combat The main focus of the combat is fast, action-paced dogfighting, where much of the action will consist of getting chased and chase others through the game level trying to dominate the asteroid. Each player will be starting of with basic equipment making it hard for them to destroy other ships. The natural way for the players would be to gather loot before engaging other ships in straight head to head combat. More information about what loot consists of please see Kitting.
Game One will only be featuring online multiplayer, through the internet and LAN, gaming with up to 8 players. The game mode is Free-For-All where the goal is to destroy the enemy and not to get destroyed yourself. To encourage the feel of dog-fighting there will be a twist to the free-for-all game mode; fuel will be found in the center of the level which will ultimately draw all competitors to each other. Winner will be the player with highest number of ships destroyed.
Concept art for the central fuel station.
The world is mainly based around chambers, where each chamber provides its own surrealistic art feeling to the game. A Chamber is a larger static environment created by an artist. In each Chamber, there will be loot (addons) spawned for the player to collect with at least one opening. For every opening in a Chamber there will be generated a path, built by connecting different types of pipes, to a nearby Chamber. This will allow for dynamic play sessions where players will have to adapt between rounds. Depending on the amount of players the world will adjust accordingly in size, leaving only a few Chambers accessible if the total amount of players is low and vice versa. There will always be at least one central chamber providing fuel reserves for all the nearby players. Each match takes place inside the asteroid.
General
All vehicles will have its own fuel tank where the capacity depends on vessel design. Each ship will have unique design where they differs in mass which make them differ in both acceleration, endurance and general maneuverability.
Types of Spacecrafts
- Nimble design Utilizes mobility and swiftness but lacks in endurance and raw power. Have fewer anchor points than the other two vessels. Has a small energy reservoir (fuel).
- Balanced design A balanced Vessels with medium capacity to store fuel.
- Massive design Slow moving vessel with many anchor points. Has high endurance and a big energy reservoir (fuel).
Overall
One of the main features in addition to the dog-fighting for Game One will be the kitting of the players own ship. The ship will have sockets where addons can be attached. Different addons will be scattered throughout the map. These addons can be picked up and added to the ship in a configuration mode. All addons use fuel which shortens the time a ship can operate before refueling. Certain items (eg shields) use more fuel than others. Game One also stands out from the crowd by only allowing the kitting to be done while playing the game, making it part of the active gameplay. This is called the configuration mode, please see configuration mode for more information.
Concept art of a ship with attached modules.
When a player sees an addon she wants to place on her ship, the player will have to be in close proximity of the part and then enter a configuration mode. In this mode a bubble will be projected around the ship. All addons within this bubble will then be movable to the different sockets on the ship. If a socket is occupied by another addon this socket can not be used. Addons can be moved from a socket to another socket or dropped from the ship and thereby freeing sockets so that other addons can be placed on them.
- Offensive
- Lance. Deals extreme damage to enemy ships when ramming them at high speed.
- Drill. Used in extreme close quarter combat to swiftly destroy enemy ships. Lower damage than Lance.
- Rail Guns. Rail guns are heavy weapons dealing medium damage with direct hits. Rails guns consume lots of energy.
- Machine Guns. Classic low tech machine guns deals low damage, have a fast fire rate and draws low energy. These move in medium speed making it possible to dodge them.
- Torpedo pods. Pods with a fixed number of torpedos. These do heavy damage but are slow and can be shot down in flight. There is also a risk for these hitting obstacles as they have a primitive target-seeking system.
- Defensive
- Energy Shields. Shields that protect the ship from other ships weapons in a certain direction
- Utility
- Electromagnet. Draw enemy vessels towards you, gaining an advantage if your vessel is more fit for close combat.
- Repulsion magnet. Push other vessels away from you resulting in an easy escape, or if you’re unlucky, you push yourself into a wall.
- EMP. This causes ships in close proximity to lose their HUD and their audio as well as the ability to control the ship and its components. The camera will be heavily distorted with noise. These effects will wear off and go away slowly. Consumes a very high amount of energy.
- Radar. Brings up a mini-map showing nearby enemies. Draws energy continuously.
- Propulsion
- Jet engines. Engines which gives extra speed to the ship. Depending on the amount of extra thrust, these can draw little to a hefty amount of fuel.
- Feather wings. Used for propulsion and to free backward facing slots from engines to for example a shield. The propulsion is low. Increases the hit area of a ship considerably.
- Steel wings. Mainly used for maneuvering the vessel more easily, but can also be used for placing other components aligned in a different direction.
Tales of deserted mining colonies in the outer asteroid field of Whirlpool Galaxy are pushing the hard working humans further and further away from home. Lonely these scavengers hunt their way through the galaxy to find valuable bits and pieces inside asteroids. As resources are valuable and the scavengers has no other choice of income they are bound to find others inside the asteroids searching for the very same scarce objects, forcing the survival of the fittest principle upon the lonely looters.
Game One takes place on various, deserted mining facilities that has been nearly mined out majority of the valuable materials from the asteroids. These mining facilities are all in different shapes and forms where some might have been abandoned just a months before and others might have been deserted for hundreds of years. Making each asteroid have it’s own distinct look and feel since they all have different past, some might have windows where you can see the the rest of the solar system, asteroid fields.
Looters from the same band are fighting to get the most out of the newly found loot within an old mining facility. In the depths of a large asteroid the loot of ones dream can be found and used to gain advantages in battling the other looters.
The user interface will be centered around a more seamless experience rather than various menus used to control in-game elements. One of the original things in Game One is the in-game ability to manipulate the feature of the vessel itself. The idea is to activate a certain edit mode where the player temporarily drops control of the ship, but has the ability to drag-and-drop add-ons within a range of the vessel. For other elements that are not within the scope of core game mechanics there will be simple and intuitive menus that are of a more traditional UI.
Keyboard & mouse
Main focus will be on developing controls using Keyboard & Mouse. Keyboard is used for controlling the ship’s features; acceleration, roll, weapons and other utilities. By using the mouse, the player can steer the ship in all directions. The mouse will also be used when moving and manipulating the various ship components both in-game and when the player isn’t actively playing.
Gamepad
Buttons are used for controlling the ship’s features. Gamepad sticks are used for controlling the ship directions. The right stick are used to pitch and roll and the left stick is used to accelerate, brake and yaw. Sticks are also used when manipulating the various ship components where the left stick rotates the ship and the right stick moves addons/loot around.
The design team Majestic Eight has a total of eight members, six of them are mostly engaged in programming challenges regarding the core gameplay, in-house graphical engine, in-house physics engine and various other technical features found in the project. Two members are more experienced in the field of graphics and content, and to a large extent game-design as well as art related programming.
There is no financial budget as all team members are students. The only limit the team has is the amount of time, time budget for Game One is calculated to be (?) 6 * 800 (Civing) + 2 * 600 (TA) man-hours (6000 hours total).
The game will be developed during 5 months. The Game will be developed using Agile methodologies, primarily SCRUM. The game will be developed in 2 phases; Pre-Production and Production.
- Pre-Production Phase. Game features will be prototyped to “find the fun”. This will mainly be done using Unity#. The engine on which the game be run will be developed in parallel under this period.
- Production Phase. Implementation of of the prototyped features into the in-house engine. Big-scale production of assets.