Monday 21 October 2019

Game Vision Statement


Week 5 :Game Vision Statement



The game that I wanted to make as this year's Multimedia project is a simple, high-octane dodgeball video game. ‘Ultimate Dodgeball Deluxe’ is the name that I have given to the game.
‘Ultimate Dodgeball Deluxe’ is a first-person shooter where the player is put into a 3v3 dodgeball game with minor RPG-like customization options to spice up your gameplay.

Here I will explain to my best abilities how the game will progress.

At the beginning of the game:
The player will pick a character out a roster of 6 different characters to choose as their team captain.
You will then proceed to pick the two other members to make your team. The team’s composition will be entirely up to the player’s choice. You cannot pick duplicate characters on your team. However, the enemy can pick a character that you have already picked.
Eg. You have Character no.1 in your team and cannot pick another. The enemy can pick the same Character no.1 in their team.

Each character have different stats affecting their damage, defense and speed.


Certain traits can either help or hinder your gameplay, depending on how you play.

You can then customize each character with gears and equipment that you acquire from completing levels and leveling up.
Then both teams are put into an arena where the game will take place. The match will last 3 and a half minutes.
- The stage will comprised of two platforms on both sides of the map while a ditch in the middle separates the platforms.
- The two teams will be playing on their respective platforms.
- Anyone who tries to walk across the ditch in the middle will fall through it and be damaged. The individual will be sent back the their teams spawn point after falling through the ditch.

The game itself:
Player will able to perform the following actions:
Attack: Players attack in various ways.
--A Normal Shot is fast to throw but weak, dealing little damage.

--A Charged Shot is more powerful and deals more damage but requires time to charge and easily predictable and avoidable.

Defense: To counter the enemies’ attack, players have various ways to reduce the damage they take.
      --Dodge by simply moving out the way of the incoming balls. This is the most basic form of defending your health from dropping. 
      
      --Block reduces damage from incoming shots. However, since you move much slower in this stance, a charged shot can be very devastating.


Four mechanic (technically three) to use while fighting the other team.
Use them to your fullest.


Movement: the movement is very standard in the game. WASD for movement and space for jumping. But here are some points to take into mind:
       --Jumping will help avoid shots coming towards your lower body, but beware of players trying to aim while you are vulnerable in the air. 
       
       --There is no sprinting in the game but everyone will be moving at a relatively fast speed at default (very much like DOOM).


Simple yet solid movement system. No sprint button, because constantly
hitting shift can hurt your hand in the long run.
I play Warframe. I know what that feels like.


Characters and Customization
All 6 characters play a role within the team. The roles can range from running around, sniping, tanking, etc. Their attack power, defense ability and movement speed all vary from one another and since you can pick any character to be in your team of 3, you can change your playstyle to great degrees.

The characters can be given equipment on the body and items to use in battle. Equipment can change your outer appearance and they can affect your stats positively and negatively. If you have a set of equipment of the same design/theme, you may even gain bonus stats or special benefits. Items can be used to give your character a temporary boost/power-up to assist you in the game.


Mix and Match your gear or gather sets to improve stats further.
*This is a reference that took too long to draw.
No points this time.

After the game:
After the winner is decided, the player will gain some EXP points. Every level increased will reward the player with equipment, items and even some new characters. This will give players further options to play around with in future playthrough. You can also earn credits based on the mission itself and your performance which you can spent on one-use items. This should encourage players to come back and play another round.




Resources required (may change in the future):

The game will be made entirely in Unity. Each character available could either be colour-coded or have unique textures, depending on the eventual scope of the project. However, their physique will be very apparent, ranging from large to petite so they may be easy to identify from a distance. The balls launched from the characters should also have a distinct colour depending on who fired them.

As of now there should be 4 maps to play around with with one tutorial map. The tutorial map should be as plain as possible. But it should be a playing ground where the player can test out characters, playstyles, items and general movement.

The other four maps should have a central theme around the design; elevation, maneuverability, cover, etc. Which should affect the player’s approach to winning the match.


This is all I can offer for now. If you have any opinions of what to improve or change please put a comment below.


Thank you for reading.
Have a nice day.

(if you notice something weird with the format, it's because I typed this in Word and pasted to the blog. Word can be used as a cheap proof-reading tool, if you want to now. Sorry for the inconvenience.)

6 comments:

  1. Hey Zhen,

    I really enjoyed the idea that you have shown on the blog I especially like the drawing (ik you took waaaaaaay to long on it) however I think that it sounds like a very solid plan. I was thinking of an idea while reading your plans so what if you had an item that helps increase the jump height making it even more unpredictable or maybe if you had a launch pad somewhere in the map maybe not for distance if the map is small but for spontaneous dodges.

    Anyway that is just my thoughts. I hope your idea becomes very successful.

    ~David

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  3. Hey Zhen

    I really enjoyed reading your ideas on this blog. I like how you are Considering character customization as it adds more variety to the game as well as appeal to the player to keep playing. Did you consider adding special collectibles to give the player incentive to reach possible scores in the game as I would suggest possibly adding a scoreboard to the game to essentially reach certain scores in order to unlock special loot/outfits for the payer or his team making it more rewarding to play.One final thing that would be a great idea at least i think would be a way of accessing special abilities that allow the players to gain advantage over their opponents or vice versa making the players have to be more alert and keeping them focused on winning the game adding a challenge to the player and game.

    Looking forward to seeing how this game goes in the future and best of luck.

    -Dillon

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  4. Hi Zhen,

    I really enjoyed your game idea ! It's clear you thought very hard and have a clear idea for your idea! Let me know if you need a beta-tester cause this sounds like a really fun game!

    One question I have is this: What is the importance of the captain ? Does the player only control the captain or does the player control all their whole team ?

    If would be really cool if the player controls the whole team that they control switch between team-mates. If the player only controls the captain then maybe the captain gives a bonus to the team ? What if the speed character is the captain and they give the bonus of increase speed ? Oh What if they gave a increase dodge rate to the whole team !

    I can't wait to read your blog in the future !

    Y.I.S/Fellow Comrade
    Sarah H.

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  5. Hey Zhen

    Enjoyed reading about your game design ideas.

    Pretty interesting idea with the sports theme and dodge ball just brings back memories of PE "Everyone aim for the teacher!!!". The idea with the different strengths and weaknesses. I do have one question about the different "units" how would you tell which is which while in game?

    Good luck with it.

    Oisin

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  6. Hi Zhen Li,

    I really like the display of your stats. It is very simple but very easy to understand and follow. I would say however that you might have to do some thinking around how to make these balanced as at the moment it seems like you could pick a team that would be way better than the opposing team. I think players might become annoyed if it’s overpowered and bored if it’s too easy.

    I think incorporating a feature where you can customize your character is a great idea. I think this will give players a new lease of life playing the game when they can change their team into different outfits as they play through the game.

    I think your various different game features for example “a normal shot is fast but deals little damage” etc. will be great for making your game more diverse. This will give the player various ways to take out there opponent and defend against them. I would advise to spend a lot of time working around these features so you don’t incorporate one that makes an element of the game overpowered. Players will not like a game that is overpowered as it will be too easy or too hard for them.

    I look forward to playing your game when it is finished.

    -Ciaran

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