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Team 1 CS2S561 game
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Ideas #1

Closed SharktasticA closed 7 years ago

SharktasticA commented 7 years ago

As we discussed before, we can use this issue thread to each share random thoughts for ideas or detailed idea proposals. This should give us a healthy pool to discuss from.

Attached below is the ideasheet that was created in our first tutorial together that contains most of our collective ideas from that day, and my personal idea proposal.

2017-09-29_ideasheet.docx 2017-10-04_space-probe-idea.docx

EDITED: issue closed since the space probe idea was selected and its idea sheet serves as our Game Design Document.

TheAddis commented 7 years ago

Maybe a game where you are controlling a vehicle with a team. Each person has an assigned role E.G someone controls how much power certain systems get and another maneuvers the vehicle etc. However each person will have different systems that need to be repaired when damage is taken. It would be represented as blocks of the object falling out or needing to be replaced. The game ultimately will rely on teamwork and speed. There will be ways of combating enemies E.G the gunner aiming and firing a cannon to remove the enemy from the game but then having to manually reload through creating the ammunition by adding a block charge, a shell and a projectile and then placing it into the breach to fire etc.

ghost commented 7 years ago

Similar to Ben's idea, a tank or vehicle based game where with there being around five people in a tank, with different roles that need to be performed by each person is responsible for. Roles include driver, person who selects the requested ammo & loading it, shooter, someone who sees where the shot lands and an engineer. Communication will be key in understanding what each person needs, and information sharing such as stating what ammo the shooter needs, when the ammo is ready and where repairs need to be done of the vehicle.

ghost commented 7 years ago

My idea was a 3D atmospheric "roll-a-ball" game with a bit of story in the background (level based, small pieces of story revealed each level -> also serve as an introduction to new mechanics) and an isometric/trimetric view. It would be a co-op (maybe even local/split-screen) game where players are spheres that spawn far apart from each other. The goal would be to follow their "senses" until they reach each other again. The map itself is very dark (but not pitch black) and spheres emit light as a mechanic to show how close they are to each other (closer -> stronger emission). This could also lead to interesting scenarios where you almost reach the other player, but you have to split apart to find the real path. There could also be "power-ups" that you acquire, depending on your playstyle (I call them "RGB modes"). If you like to play aggressively and smash weak spots in walls to progress through the level, you are gradually rewarded a red power-up that enables you to charge, smashing a wall (or two) that were in your way. Blue would be rewarded to players who like to explore the map, giving them an empowered emission (to see further), even if they're far apart from the other player. Green is the only pick-up and is gifted when a player solves a puzzle/side-quest. It doesn't really matter but I'd call the game "follO" xD.

ThallasTV commented 7 years ago

My idea would be to take the play-style of the game "Shellshock Live" and give it a few more mechanics. The game would have a variety of customisation options such as different coloured textures and models, but they will be purely cosmetic. Upon launching a map, players will be allowed to select a selection of spawn locations (1 player per location), after that, a map will appear which will indicate the spawn locations, but not who & where the players are in their set location. They will select a spawn location and will be guided with a way point. You will a set amount of movement points (upgrading tanks outside of game could be a possibility for an element of progression), once you either use up all your movement points, the players POV will be set to first person. They will be able to select a variety of weapons that're at their disposal, once selected, the tank crosshair will change depending on the weapon selected. After the player finishes aiming, they will fire. After the fire sequence has been initiated, the camera will follow the weapon fired (Shell etc) until it either makes impact with terrain or an opposing tank. Gamemodes could consist of Free-For-All, Team Deathmatch and other basic objective based gamemodes.