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So while being sick this week i've written down and compiled hopefully all parts of my planned sense gameplay. In the interest of improving my design i decided to release the details here. The game is now about gathering points by protecting and attacking bases while improving your skills and using those skills to quickly take out enemy bases and receive time bonuses for cleared waves. The goal here is to create a platform for team-based tactics to achieve high scores. Players will need to choose roles and goals to have the best offense and defense for most points. What do you think? Do you feel this could be fun? (below is copied and pasted from my design doc) What's the game about?Get your team (1+ players) on top of the highscore list by scoring the most points. team-members may be replaced by AI. What does a single game look like?Each game consists of X waves of enemy spawners (each spawner is a certain color) that have to be destroyed to get points. Each player has an energy station that has to be protected since damage to the station when the game is over is heavily deducted in points. Each wave has a fixed timeout of X minutes before the next wave begins except the last two. In the second to last all spawners must be destroyed. In the last the boss have to be destroyed. For each new wave, new enemies in greater numbers are introduced as well as access to a new part of the level. By killing enemies with the right color weapon and destroying enemy spawners. Destroying all spawners ahead of wave timeout gives time bonus. Points are deducted for deaths and base damage. Watch each other's backs! Enemies killed grant players and the team score based on their difficulty (player score is based on how much your damage accounts for his demise). What does the players have at their disposal to do that?Offense: 3 color weapons, 3 color bombs Color bombs are in order: Touch: proximity mine, Sight: remote bomb, Hearing: timed grenade All bombs can be thrown/bounced/dropped depending on activate hold duration. How does the enemies respond?4 enemytypes. 3 color enemies + boss (switches color) Each enemy type has access to 1 color weapon, 1 color bomb and 1 color power but all sizes of that type doesn't have all three. How does the colors work?Each color represents one sense of the following: Touch, Sight and Hearing. How does players improve?Through levelling, color pickup and parts pickup. Players can level up by killing/destroying for points. Every thousand points grants a new level and increases max health and unlocks new bombs and powers. Enemies killed with the same-color weapon drop color orbs. (show color splash effect on impact). color orbs can increase: Blown spawners leave parts. They can be used to construct turrets or healing energy stations. How does life and death work?Each player has a certain amount of life. When drained to 0 by enemy weapons players respawn BUT also deduct a permanent point penalty. Players respawn at their energy stations. Players can heal at energy stations or by collecting green color orbs. Enemies can't heal. How does energy, bombs and powers work?Each player has a certain amount of energy. Energy is used to do all the advanced bombs and powers. Some drain a bit, some drain while used and some take it all. Players can replenish energy at energy stations or by collecting blue color orbs. |
Submitted by SolidBenny
Fri, 05/21/2010 - 13:41
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Sounds sweet!
Now go build it!
/johno
"you can't stop the change"
Sticking to the plan
Thanks, i've really tried to keep the work down while still making something that could be fun to play. I know i can do all the parts i just hope i can make it without making too messy code and hopefully finish this year. I'd love to take a year off and just make time plans and stuff and do it right but that's not how reality works for me right now
(too little money in the bank
)
At least i have the most important part of the plan right, what to do
If i do something outside the above, text-slap me hard 
At least the explosion were part of the plan, dodged that one
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Some words of wisdom
Some words of wisdom regarding planning:
Plans are of little importance, but planning is essential – Winston Churchill
Plans are nothing; planning is everything. – Dwight D. Eisenhower
No battle plan survives contact with the enemy. – Helmuth von Moltke the Elder
A good plan, violently executed now, is better than a perfect plan next week. – George S. Patton
I tend to agree with these; while the activity of planning/designing is good and forces you think and focus but you should not be afraid to seas opportunities if they turn up. That is let the design evolve through continuous iterative delivery of working gameplay.
True. I'm not against
True. I'm not against iterating and changing the design if it has to, but i need to focus on what's important to get anywhere.
I can't say the plan above took that much time but it helped me a lot to get a feeling for what i want in the end result. Maybe i want something entirely different layer but at least for now I have a clear picture of where to go.
With Roadclub we had no plan except for a vague feeling when i started out and then we just listed all cool ideas we came up with along the way and prioritized a bit but since the final concept wasn't very clear it lead to a whole lot of "A" features that weren't worth the time it took to make them. I've learnt the hard way that EVERYTHING takes time and makes things more complex in ways you can't imagine beforehand so you need to keep it simple and really think hard about if something really adds to the game before implementing it.
THEN you can let players play and give feedback and redesign the whole thing if need be but there's always a million bad ideas that could be "easily implemented" that you need to ditch before you even get started to at least use the time on the best stuff to the best of your knowledge.
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Indeed having a solid vision
Indeed having a solid vision of your game is also paramount to ever feeling "finished". And having enough balls/experience etc to discard ideas that do not fit the vision is also a good thing.
All in all, I guess there must be a balance between opportunism and rigidity. This is something I think is very hard to learn in any other way than actually making games, taking decisions and analyze the outcome of the decisions in a later state.
Again doing this iteratively lets you learn this much faster than if you have to wait whole project cycles.
I agree completely. So i
I agree completely. So i guess all we can do is try to follow that philosophy and do our best and it'll all turn out as fun for everyone
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
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