For the tactics side of the game we have decided on the scope for the demo being that you can create subgroups within your team and decide what objective you want them to take. For the manager side we have decided on the following features and mechanics: training units to improve their attributes, purchasing new units, a currency system where you gain money after winning a match which can be spent on purchasing gear and players, a league system for the player to progress through, and injuries or death that can happen to units.
tisdag 28 november 2017
Progress
On the status update presentation on the 23rd we didn't receive a lot of feedback. The presentation did however get us to sit down and thoroughly think through how to progress with our game. Our ideas are much clearer now. We have decided on five roles for the units with distinct roles and features, decided on remaking the map as bigger and divided into three lanes, two side lanes that are focused around much cover and short range combat, and a middle lane that is more open and works well for longer range combat.
tisdag 21 november 2017
First demo
We have a have now had our first demo of our project which resulted in us getting plenty of valuable feedback on directions to take with our game. Most importantly we learned the importance of starting the project in a way so that playing the game is fun before you iron out the details of the game. Our demo was focused on showing off what we had so far, simple A.I and shooting mechanics. But perhaps it would have been more effective to get the tactical elements working first, rather than the simulation part. We also got some very good ideas from the audience about ways to make the tactical elements function better, for example, rock paper scissor mechanics connected to either major tactical playstyles or to individual units.
torsdag 16 november 2017
Map design
We have ironed out most of major features of our game and I have designed a draft of the map. The map design is inspired by The Colluseum in Rome. The arena features spawn points for the two teams on either side of the arena, and obstacles scattered throughout the arena to provide cover. In the middle there are three capture points for a king of the hill type game mode. At the moment only some of the sprites for the map are done so placeholders are used for many of the tiles and the map design is far from final, but hopefully it will work well for testing and early demoing purposes.
tisdag 7 november 2017
Game concept
After brainstorming concepts for our game we eventually merged some of them together and came up with the idea of a death arena game with RPG elements, where two teams face off against each other in some sort of objective based game mode in an arena containing obstacles and cover.
The main gameplay idea of the game is that the player gets to decide on a strategy for their team as well as upgrade and change their team's equipment to then see the game play out in a sort of simulation.
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