A video game by Nathan Savant

Similar documents
Mage Arena will be aimed at casual gamers within the demographic.

This board game adaptation of Team Fortress 2 puts two players controlling 6 Team Fortress 2 class units from Team RED and Team BLU against each

Game Design Document TEQUILA RUMBLE. Group 10 Clash of Clans-like without village building

Shaun Austin Jim Hartman

SUPER-COLLOSAL TITAN WARFARE

Team: Couch Potato Gaming. Ohio State Computer Science/Engineering 5912 Capstone. Game Design Document

Analysis of Game Balance

FATE WEAVER. Lingbing Jiang U Final Game Pitch

Orbital Delivery Service

Gnome Wars User Manual

All-Stars Dungeons And Diamonds Fundamental. Secrets, Details And Facts (v1.0r3)

Team Chess Battle. Analog Games in a Digital Space

Official Documentation

Notes about the Kickstarter Print and Play: Components List (Core Game)

SUPER-COLLOSAL TITAN WARFARE

GAME DESIGN DOCUMENT HYPER GRIND. A Cyberpunk Runner. Prepared By: Nick Penner. Last Updated: 10/7/16

CONTROLS THE STORY SO FAR

Steamalot: Epoch s Journey

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Mage Tower Rulebook Ver 0.1

Creating Generic Wars With Special Thanks to Tommy Gun and CrackedRabbitGaming

Spelunker Party! Online Manual

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

Rules & Regulations RAINBOW SIX SIEGE

Sentinel tactics: skirmishes

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Cannon Ball User Manual

DUNGEON CRAWLER LABYRINTH

MathScore EduFighter. How to Play

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

Tower Defense. CSc 335 Fall Final Project

Hierarchical Controller for Robotic Soccer

DUNGEON THE ADVENTURE OF THE RINGS

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

Basic Information. Getting Started. How to Play

Trade Offs in Game Design

Unity Certified Programmer

Team 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.

DEFENCE OF THE ANCIENTS

Introduction. Modding Kit Feature List

Rules & Regulation. COUNTER STRIKE GLOBAL OFFENSIVE (1v1)

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

Tonight you sit quietly in a dark corner of the Inn s large common room, with a cup of ale and a piece of hard, brown bread in front of you.

Welcome to Family Dominoes!

Lightseekers Trading Card Game Rules

Workshop 4: Digital Media By Daniel Crippa

Revision for Grade 6 in Unit #1 Design & Technology Subject Your Name:... Grade 6/

Joe Weaver. Gabe Ervin. NC Elementary PE Teacher of the Year NC Elementary PE Teacher of the Year National Board Certified Teacher 2017

Game Design Document 11/13/2015

Rules Summary: 3D Class

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

Mobile and web games Development

CMS.608 / CMS.864 Game Design Spring 2008

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Game Design Document. Plataforms: Platformer / Puzzle

Rummikub Competition Start-up Kit

Ad Specifications July, 2016

Newton Mining Co. A Teacher s Guide for the MinecraftEdu World Created by Joey Glatt All Rights Reserved Page 1

05 ARCADIA MAXIMILLE & CHARACTERS 04STORY SULLIVAN BRYCE BOLTZMANN ALEX NIKKI SUMMERFIELD

CAPSTONE PROJECT 1.A: OVERVIEW. Purpose

System Requirements...2. Installation...2. Main Menu...3. New Features...4. Game Controls...8. WARRANTY...inside front cover

Battle. Table of Contents. James W. Gray Introduction

Spells are cast by linking together a series or one or more wand movements and finishing with a spell casting word.

Jarl 3 Freeman 3 Spearman Chieftain Vala Berserker

The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

ACER PREDATOR INDIA DOTA 2 RULE BOOK

Development Outcome 2

Dragon Canyon. Solo / 2-player Variant with AI Revision

Spell Casting Motion Pack 8/23/2017

Uno online unblocked multiplayer

::

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets

Obstacle Dodger. Nick Raptakis James Luther ELE 408/409 Final Project Professor Bin Li. Project Description:

LORE WAR A Fantasy War Game

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

THE STUFF OF LEGEND!!!

LCN New Player Guide

Lineage2 Revolution s Gameplay Tips for Beginners

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

Coop Design for an Open World. David G. Bowring

WARHAMMER LEGENDARY BATTLES

pla<orm-style game which you can later add your own levels, powers and characters to. Feel free to improve on my art

CONTENTS. 1. Number of Players. 2. General. 3. Ending the Game. FF-TCG Comprehensive Rules ver.1.0 Last Update: 22/11/2017

Interface in Games. UNM Spring Topics in Game Development ECE 495/595; CS 491/591

DARK EGYPT Hints, Tips & Tricks

Story Platforms. A 3d Print and play tabletop game system

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

Cylinder of Zion. Design by Bart Vossen (100932) LD1 3D Level Design, Documentation version 1.0

3D Modelling and Animation (F21MA) Flex Project Professor Mike Chantler. Drew Forster Ulysse Vaussy

WORMHOLES. a game of starship tactics for the piecepack. The Story. Summary. Setup

CISC 1600, Lab 2.2: More games in Scratch

The Halls of Durrag-Dol

SATURDAY APRIL :30AM 5:00PM

COCA-I Best Of Show Camp Program: The Camp No Worries Monkey Hunt!

Welcome to the Break Time Help File.

Contents. Scrolls...9. Standard attacks Combos...14

BOLT ACTION DOUBLES: WORLD AT WAR

O M N I V E R S E GAMES. Welcome to Omniverse, your home for more than 15 top virtual reality titles, optimized for commercial gameplay on the Omni.

KUNG CHI. By Stone Mage Games RULES. Sample file

Transcription:

A video game by Nathan Savant

Elevator Pitch Mage Ball! A game of soccer like you've never seen, summon walls, teleport, and even manipulate gravity in an intense multiplayer battle arena. - Split screen local multiplayer - 17 different abilities - 10 unique levels - Environmental traps - Online multiplayer (would require additional funding) Business Brief Mage Ball is aimed at a core gaming audience with player creativity being the primary focus of the gameplay. A family-friendly, non-violent multiplayer game that s fun for everyone! Menus - Play - Play Match - Server Select - Options -Video/Audio -Controls - Achievements - Credits - Quit Game

Gameplay Game plays from a top-down perspective at a similar angle and field of view as the zelda series of games. Player controls with joystick or d-pad directional input, and has one permanent interact button, and one permanent menu button. Four additional inputs come in the form of abilities for the player. These abilities can be dropped (by pressing Interact + [ability button]) and regained (by pressing the empty ability button) throughout the game. A selection of abilities can be stored in menus for use as needed, the rest must be picked up from shrines spread throughout the level. Control layout: WIP Multiplayer Screenshot:

Mage Ball Rules Players compete to get points by putting the ball into their opponents goal. To do so, they must overcome the obstacles spread throughout the level, as well as the other players themselves. Each multiplayer map consists of two goals at opposing ends of a field, and a ball in the center. Each map s area of play focuses on the flat path between the goals, but there are also areas outside of that linear path that can be traversed for the sake of powerups and other advantages. Each match lasts until a team earns a certain number of points, after which a score screen provides players with leaderboard data. I would like leaderboard data to include some way of tracking supporting characters. Perhaps every time a player blocks or scores a goal, the game could check for buffs on that player, and reward the person who gave them that buff a support point? Hosts of a multiplayer game will be given a choice of maps, powerup distribution on that map, number of players present, overall game rules, etc. Other players will then join their game and play based on the rules setup by the host. Player counts will range from 2v2 to 4v4. Powerups that are chosen by the server host will be present in various locations on the map. Game rules can also be defined by the host and include things like everyone runs twice as fast or start with 1 hp. Game Design of Mage Ball follows traditional sports. Each player should take a role as a member of a four-person team. 4 v 4 matches will be the focus of the design, with intended roles being 1 goal defender, 1 ball handler, and 2 mid fielders to control the flow of the match.

Abilities All abilities have a function when the button is held and another when the button is let go. For many, this will either be a charge attack or a simple aim assist (sometimes both), but for some, the function of the ability changes completely when held or when pressed. Held = GetButtonDown. Press = GetButtonUp. Preferably there would be a short lag before hold starts so that pressing doesn t cause it. All abilities have a time-based cooldown and all characters have a stamina bar that refills quickly. The cooldown prevents the same spell from being used too often, and the stamina bar prevents too many spells from being used at one time. Stamina should refill very quickly to keep the pace of the game moving forward. In the below images, the blue square is the player, the orange squares show the area of effect for a press, the red squares show the area effect of a hold.

Metrics/Best Practices For the sake of consistency and ease, this game will be created on a grid system. Each in-engine unit should be the size of 1 in-game tile. So if Unity s engine defines 1 unit along the x axis, that 1 unit should equal 1 tile in the game. The player character will occupy 1 unit in width and depth, and will be 2 units high. The player character will generate ranged spells from the second unit of height, meaning that if an obstacle is placed blocking a player s path, that obstacle should be 1 unit high, so the player will still be able to shoot spells over the top of that obstacle. Levels should be designed with a top-down 2D approach, meaning that tiles should be placed as in a 2D game so that no two tiles overlap each other (unless specifically hidden). For reference, think Link Between Worlds. Standard paths should be 3 or 5 units in width, giving players enough room to maneuver. 1 unit paths may be used, but only sparingly, for the most chaotic environments. More open spaces may be whatever width is necessary. 2 or 4-tile paths will create asymmetrical walkways, and should only be used when asymmetry is desired. Abilities should all function based on full or half metrics. A spell s range should be 3 or 4 units, rather than 3.2. This is to keep abilities intuitive for players. They will understand the feel of an ability without the need for in-depth scrutiny. Maintain openness and consistency in the game s code. Each variable needs to be editable by anyone. Similarly, abilities should be quickly usable by any entity. If the player casts a fireball spell, or places a fireball trap, or runs across a fireball launching statue, those fireballs should all be identical (preferably the same prefab). Cool colors represent enemies and danger, warm colors represent safety.

Level Design Rules Every level will have two goals and a critical path. The ball will be placed equidistant from the two goals, and the critical path will be flat and without obstruction. The critical path can follow any shape, but must be free from all obstacles. In each multiplayer level, a set of powerups is available at specific points off the critical path. These powerups offer the player a reward for taking the time off the main path to explore the level. The side paths can also be explored with the ball, but only the critical path is devoid of traps and obstacles. The location of powerups is defined by the level designer. What powerups are IN those locations is defined by the player through a menu (think Perfect Dark or Goldeneye guns in multiplayer).

Powerups Powerups are items that are found throughout the multiplayer levels that will benefit the person who activates them. Activating a powerup is done by tossing a spell stone into the powerup object. Once a powerup is active, its effect will take place. Some powerups will give the player who activated it a large boost. Others will give their whole team a smaller boost. Still others will hinder the opposing team. In all of these cases, the spell stone used to activate the powerup becomes locked, and the player is unable to use that ability slot for the duration of the powerup. Once the powerup has ended, the player may return to the powerup location to retrieve their spell stone, or pick up a new one from the environment. Player Powerups: Invisibility - Player becomes invisible for 10 seconds Invulnerability - Player becomes immune to spells for 10 seconds Team Powerups: Haste - Teammates speed is increased by 25% for 7 seconds Stamina - Teammates don t lose stamina while casting spells for 7 seconds Enemy Team Powerups: Slow - Enemy team s movement is slowed by 25% for 7 seconds Screen Warp - A disorienting effect is applied to the camera of the enemy team