Game Design Proposal

Plan

Posted by Nivin & Sri Divya on October 3, 2017

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Game Design - Final Report

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Game Design - The Plan

Functional Minimum Submission

Introduction

Traditional fighting games are real time and player has to decide the moves on that instant. This kind of game plan wasn’t fun for us, we wanted to give the player the breathing space to come with strategies of moves that he can decide using our four grid cell planner and then execute it. In each round, player either gets to defend or attack ( players gets fair chance to attack/defend i.e. if player1 attack in the first round then player 2 gets to attack in the second round). This opens up enormous variation in the game state and provides the player with fun thrilled action game.

Game Description

PLAN is an action strategy third-person game targeting PC involving 2 people engaged in a free style fighting. This game typically involves hand-to-hand combat. Imagine an open ground and two players are getting ready to take a revenge. When the round starts, a player needs to plan out four attacking moves in the grid similarly opposite player need to decide. Then, last one standing on the ground is considered to be winner or player whose life reached to zero losses.

Every player will be given a four grid planner. Each player gets a fair chance to play either an attacker or a defender. The players feed-in their respective actions before the start of the game in an order they want them to be executed. The ultimate goal of the game is to knock down the opponent. Each person character toggles between being an attacker and a defender.

Scoring

The player will be given a battery bar and he/she needs to safeguard it. Each time the player takes an attack, then his/her life gets reduced depending on the scoring metric sheet. However, if the player manages to block, then the life remains unchanged. If the attacker manages to give successful consecutive attacks, then the next attack will have a greater impact which is calculated by the metric sheet. Winning strategy is to save your life and bring down the opponent’s life to zero.

Scoring Metric Sheet

  • Successful punch (upper or lower): 5
  • Successful kick (upper or lower): 8
  • Defended a attack: 0
  • Consecutive attacks: \(N * ( \sum_{i=1}^{N} s_i,\) where s_i is ith successful action move and N being the number of consecutive moves). i.e. suppose the player was able to land three consecutive punches on the opponent then opponent health reduces by factor of \(3 * ( 5 + 5 + 5) = 45\).

It is impossible to gain an advantage over a truly random opponent. However, by exploiting the weaknesses of non-random opponents, it is possible to gain a significant advantage. Predicting opponent’s moves and counter-attacking is the common element in this gameplay. In this game type, you will be given the privilege to see the frequent moves of the opponent so that you can plan your action accordingly. Also some advanced features regarding the actions and their impact on life percentage will be known in advance. This would be an added advantage for you to win and a challenge for the opponent to fight against you.

Level

Imagine an open ground and two players are getting ready to take a revenge. For now, the game is limited with one such background. But if time permits, we are planning to add more interesting backgrounds that allows players to choose before start of the game.

Moves

The actions are the ones you need to either defend or attack. Accordingly it has two sub-categories:

  • Attacking Actions:
    • upper punch
    • lower punch
    • upper kick
    • lower kick
  • Defending Actions:
    • upper punch defend
    • lower punch defend
    • upper kick defend
    • lower kick defend

Sound

Background score plays a key role in engaging the players in the game. Adding different sounds for different actions makes the game realistic and lively. A good game has an appropriate music depending on the actions being performed. We are planning to create our own background music and also realistic sound effects that are in align to moves.

Platform

Initial rollout is targeted for PC gamer but eventually if time permits we are also extending it to mobile users.

Genre

Action Strategy

Key Features

  • Game play is very unique compared to traditional action strategy games.
  • Easy to get started and will be addtictive.

Work Schedule

We are a team of two and below are the tasks that needs to be completed:

  • Level design
    • Home Screen
    • Game play Screen
      • Battery Bar: denoting the life of each player.
      • Four Grid Planner: denoting the actions sequences that was chosen by the player.
      • History Grid: displays all the moves that are performed in the past.
  • Character design: Design two characters with a slight variation in their appearances.
    • Actions: This involves series of motions that needs to be animated. Total of eight actions are need at this point of time.
    • Signature Winning Move: Once the player wins, we are planning to have a signature move to celebrate the winning.
  • Sound effects: We are trying to apply different background sounds for different moves so that each action can be identified through sound.
  • Scoring modules: Based on the scoring metric sheet, the implementation has to be done which is the basic factor in declaring a winner and the whole game is based upon.

Work Distribution

  • Level Design:
    • Date: 11/03/2017
    • Assignee: Nivin
  • Character Design:
    • Date: 11/03/2017
    • Assignee: Sri Divya
  • Sound Effects:
    • Date: 11/20/2017
    • Assignee: Nivin
  • Scoring Implementation:
    • Date: 11/20/2017
    • Assignee: Sri Divya
  • Final Project Delivery:
    • Date: 12/1/2017
    • Assignee: Nivin & Sri Divya