Sunday, January 29, 2012

Design Changes

This time around for our 3rd meeting, we went back to discuss some details about our game’s level setup as well as some of the characters we planned to have in the game. With our level set up we decided that the use of turrets would be a bit too over powered allowing for enemy kills to be too easy. After trying to figure out alternatives to keep the turrets, in the end we decided that scrapping it would be the best idea and to make the level a bit more complex to make up for it. The rest of the level details more or less will stay the same.

On the playable characters side of things, since we are building a new game from scratch, we decided that 4 players might be a bit too much considering the remaining time we have left to have a working prototype by the end of the semester. So with this in mind, we had to decide on 2 characters that we should scrap from our design as well. The first being the engineer as there were a lot of complications with how unbalanced it would get due to the type of weapon they would have. We originally planned to have the engineer place turrets but would not have any means of attacking with any other weapons however we were question whether it would have been a good idea since it may bore the player as it wouldn’t be too interactive if they were playing as that character. The second option was to let the engineer carry a sub-machine gun and remove the ability to place turrets but with skills such as being able to “seize control” of 1 enemy unit until it dies (this can only be used when the player doesn’t already have control over an enemy unit as well as having a cooldown timer on the skill). This in the end also seemed a bit overpowered in some opinions shared as well as even with the character having a physical weapon. Thus we ended up getting rid of this character from the design as well as one other.

A playable character that is guaranteed to be in the game however would be the Assault. It seems to have been the best choice to keep mainly due to the idea that it would be much more easily balanced in terms of attack speed, weapon damage and health points for this character.

So at this point, we are more or less good to go with getting most of the work started.

Friday, January 20, 2012

A Fruitful meeting

During our second meeting, we did more decision-making on the game. This blog post will not discuss those decisions, but will discuss the game design aspects.

In the top-down shooter game, endless hordes of enemies will attack the player and his team until they die. There will be no winning state in the. We named our game “Endless” since there is an infinite number of enemies that attack the squad.

In terms of graphics, members took two different sides during our meeting. One side wanted a fast paced Halo-arcade-like game while the other side wanted a cartoony shooter game. In the end, we settled on an anime style, as it represents sort of a middle ground for the sides, having both realistic and cartoon elements.

As for the game itself, there are 4 characters: the medic, assault, sniper, and engineer. Their characteristics are discussed below:

Medic: The medic has the ability to heal other players. The disadvantage is that the medic will have low health and less powerful weapons (Pistols).

Assault: The assault unit is the well-rounded unit. He is able to take a lot of damage as well as cause a sustainable amount of damage to the enemy units with assault rifles and machine guns. The assault unit will be the tank in the game.

Sniper: The sniper will have the ability to wield powerful rifles with amazing aim which can fire penetrating bullets which will pass through multiple enemies until it hits a wall or leaves the battlefield boundaries. Though, even with such a powerful weapon, it has a disadvantage. Sniper rifles will have the longest shooting delay between bullet fires.

Engineer: The engineer has the ability to setup turrets or defence mechanisms to help his teammates. If the engineer levels up, the turrets will level up as well. However, if the engineer dies, then the turrets will lose its functionality. The engineer will be able to wield weapons of average power (Maybe Submachine guns).

Since this is the plan for each character it could change in the future if it is approperate.

“Endless” like most other games, will have an in game currency. The name has not yet been decided on but for the purpose of this blog post we will call them gold. As a group we decided on how the player should receive gold in the game. We thought that we should give out gold for every enemy kill that the player does. The group also decided whether the gold should be a fixed amount for each different enemy or randomized between a minimum and a maximum value for each monster. The group chose the randomize method. We also considered whether the player should only receive gold from what he/she killed. But we thought that it would not be fair since each character doesn’t have the same strength and in single player the AI could kill-steal the monsters and the money would go nowhere. So we decided that gold in the game will be shared as a team. When the wave of enemies is defeated, the player has the chance to manage the expenditure of weapons for the entire team. In co-op, the money will be divided into the number of players. We decided to split the gold evenly as it would splitting it other ways would be unfair to the medic, who theoretically, should have the least kills. Gold is also rewarded when the player finishes each level. We are still contemplating whether the amount of gold should be time based or not (probably will with a base amount of gold rewarded on top of that).

The game would be angled (not completely 90 degrees from the ground) a bit less than 90 degrees so there would be a bit of a perspective feel to it.

Lastly, we talked about weapons. We thought of two structures for our game’s weapon progression. First structure involves making each weapon for its class similar but with little benefits as the price significantly advances for the more realistic feal. For example,

Weapon A is similar to Weapon B for the same price but Weapon A has a bit lower accuracy and a bit higher shoot speed than Weapon B. Weapon E (skipping a few) is higher priced than Weapon A and B but is better than both of them and is similar to Weapons D and F.

The second structure is where each weapon upgrades until it reaches its full potential, there’s no need for the player to compare weapons for curtain prices like the first structure, it always gets better the more expensive it is (like in many Japanese RPG games where the price = power of the weapons). The group realized that there is more of a game dynamics on the first weapon progression theory. If we used the weapon upgrade theory, the player will just keep killing enemies to earn money in order to upgrade to the ultimate weapon. But the first theory suggests the player to think of tactics and weapons that will suit the player’s way of playing the game. In the end we leant towards the first structure for realism and flexibility which would involve more strategy for the players.

Thursday, January 12, 2012

New Whiteboard!

Hey everybody,

After using our getto cork-board and paper as our board during meetings we realized we needed a whiteboard so we went over to Walmart and grabbed ourselves a whiteboard!

We also bought some grocerys since we were down there :)

Wednesday, January 11, 2012

New Year, New Game and a New Team

Happy New Year everybody!

It's a new year and after the disaster we've had last semester we've made many changes. To start off, here are the changes we've made:

- We've removed the slackers in the group. Simply put, it's just not fair to the rest of the team that does do work.We started out as a group of 7 but we are now only a group of 4.

- We've changed our team name. The original team name was 'Got Rice?' and we have renamed to 'Slightly Toasted'. This will be the group blog used throughout the semester (possibly longer) and the individual blogs will remain the same.

- The last and biggest change we've made is the game. After re-forming the smaller group, nobody was interested in working on the old game anymore and agreed on completely re-doing the entire game, working on something that everybody will enjoy so that hopefully everyone will put in all the effort they can to make this a good game.

How is this going so far? The team is off to a good start and working hard at properly planning the game before any of the development starts. Here are some pictures from our first meeting:

The Meeting Board




A Close Up Of The Board


Picture Of The Meeting
We seem to be off to a good start so hopefully we will all keep this up and have a great game by the end of the semester.