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:
l The player will pick a character out a roster of 6 different characters to choose as their team captain.
l 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.
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| Certain traits can either help or hinder your gameplay, depending on how you play. |
l You can then customize each character with gears and equipment that you acquire from completing levels and leveling up.
l 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:
l 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.
l 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.
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Four mechanic (technically three) to use while fighting the other team. Use them to your fullest. |
l 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).
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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.
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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.)