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Colin edited this page Oct 5, 2017 · 29 revisions

Overview

Theme / Setting / Genre

2D Steampunk Dystopian Turn Based Game
Core Gameplay Mechanics Brief
Turned Based Combat
Rock/Paper/Scissors Units
Resource Management
Battlefield Control

Targeted platforms

Personal Computers

Project Scope

Creation within a year, rather than a semester

6 team members

Josh Bauer
     2D Artist/Implementation
Trevor Hamilton
     Pathfinding/AI Programmer
Derrick Smith
     Map Design/Coding
Jacob Wolo
     Unit Design/Coding
Jacob Gust
     Sound Design
Colin Hogue
     UI Design/Coding

Influences (Brief)

<Influence #1>

Advanced Wars

The decision to create a 2D game came about after considering previous titles, Advanced Wars being one of them. Given a long break from the last Advanced Wars title being released we decided to bring that gameplay back into the spotlight. Taking inspiration from its turn based combat and it's Rock-Paper-Scissors style of units.

<Influence #2>

Dishonored

After talking about the gameplay inspiration we decided upon a Steampunk style art design. For a frame of reference we settled upon using Dishonored for inspiration, as it is a game that we’re familiar with. We will be utilizing the stylistic divide between the lower class and the upper class.

<Influence #3>

Pokemon

The sprite style art as well as the 2D overview with disproportionate views allowing for easier identification of rotation and direction of a character/unit. We’ve decided to base our game art off of Pokemon because it is an iconic game that implements its art style well and the art style used fits well with the game mechanics we will be using.

The Elevator Pitch

Sterling's Engine develops the conflict within a steampunk metropolis, The Machine. Join the lower class Steam Punks as they fight the oppressive upper class forces, rallying neighborhoods and stealing technology along the way. Or join the upper ranks of the The Machine’s army and control the city by force. The Machine needs a commander, which one will you choose?

What sets this project apart?

Steampunk Aesthetic
Believable World Setting

Core Gameplay Mechanics (Detailed)

<Core Gameplay Mechanic #1>

Turn Based Combat

In the game there will be two sides, or commanders, opposing each other. Each commander will be able to build units, move units, attack units, or do nothing while it is their turn. Once their turn is done, the other commander now gets to build units, move units, attack units, or do nothing.

During each commander’s turn, the commander can build however many units his resources allow, move units within the scope of their movement range, attack enemy units, or do nothing and continue to build resources. Once one commander’s turn is done, the other commander gets to perform the same kind of tasks. These turns go back and forth until one commander is victorious over the other.

<Core Gameplay Mechanic #2>

Commander Skills

There will be unique commanders in the game with specific passive abilities and features. Some of the features will be gain a certain amount of contraband(resources) at the beginning of the match, cheaper units, or stronger, more expensive units.

Each commander will have unique passive abilities such as cheaper units or stronger, more expensive units. Each commander will also have unique traits such as persuasive and rash, or focused and experienced. Different commanders will change how the player makes decisions in terms of units and resource management.

<Core Gameplay Mechanic #3>

Rock Paper Scissor Units

Sterling’s Engine will feature several different classes of Units. All of these units will have their own strength and weaknesses. This will add in another layer of strategy for players. Allowing them to set up traps for enemy units at a minimal cost. Or be punished by not observing the state of the field.

Each unit will have its greater, as well as its lesser. Low health low cost units will be decimated by the greater high health high AoE damage units who are in turn decimated by the low health high single target damage units who are once again decimated by the swarms of low health low cost units.

<Core Gameplay Mechanic #4>

Resource based Unit acquisition

Each unit will also have an associated Cost with it. This is the Contraband cost. This plays a part in both commander features as well as the Rock Paper Scissors gameplay mechanic.

The Player can obtain contraband via acquisition on the field either from defeating enemies or looting locations. With this contraband they can recruit more units into the fray. Starting contraband will be limited and can be influenced by commander choice, adding in another tactical element to the game.

Story and Gameplay

Story (Brief)

Lower Class citizens have had enough of the upper class treating them as sub-human, and are staging a revolt.

Story (Detailed)

In a sprawling cityscape know as the machine, an upper class has risen above all other classes over several generations, feeding on the labor of the lower classes. Overtime their view on the lower classes has diminished, now to the point of almost viewing them as subhuman. Gangs of lower-class citizens have formed and are fed up with their treatment by the upper class. Utilizing the steam based tools that they can find, these “Steampunks” are intent on tearing down the foundations laid by the upper class.

Gameplay (Brief)

The player will choose from a variety of commanders while trying to take control of several territories located in The Machine.

Gameplay (Detailed)

The Machine will be comprised of roughly 6-7 Territories, each captured territory increasing the difficulty of the next captured territory. The Player can choose from a variety of commanders that either suits their playstyle, or is more beneficial for a given map. When capturing a territory, the Player will enter the combat view, in which they will control an initial amount of units in a first assault of the territory. From looting and defeating enemies the Player will be able to recruit more units to try and reach the end-goal of eliminating all enemy presence on the map. Once this is achieved, the territory will be captured.

Assets Needed

2D

Textures
    Buildings
    Roads
    Pipes
    Infantry Units
    Vehicle Units
    Commander Portraits

Sound

Selection Audio
Firing Audio
Ambient Noise

Code

Character Scripts (Player Pawn/Player Controller)
Ambient Scripts (Runs in the background)
Scrolling Combat Camera (moves camera based on mouse position)

NPC Scripts

Enemy Unit AI

Animation

NPC
   Explosions
   Death animations
   Firing Animations

Schedule

<Object #1>

    World Map/Territories
        Milestone 1
        Milestone 2
        Etc.

<Object #2>

    Unit Art
        Basic infantry for both sides 
        Commander portraits
       Basic animations
        Advanced infantry for both sides
        Basic vehicle units for both sides

<Object #3>

    Pathfinding/AI
        Object Traversal of a grid with no constraints
        Object Traversal of a grid with distance constraints
       Object Traversal autonomously applied
        Object Traversal with some reason.

<Object #4>

    Sound
        Basic Interaction Audio
        Ambient Music
        Combat SFX

<Object #5>

    Units
        Unit Object Creation
        Unit Object Implementation
        Unit Object Permutations
        Commander Creation
        Commander/Unit Interaction

<Object #6>

    Maps
       Default Array
        Basic Tile Information
        Special Tiles
        Multiple Map Setups

<Object #7>

    UI
        Camera Movement with wasd
        Camera Scaling with Mouse Wheel
        Camera Movement with edge-of screen 
        Right-click drop down menu
        Right-click drop down menu on Units
        Infopane on unit hover (mouse)
        Screen Information Tiles
        Combat Overlay (combat UI)
        Fog of War

Detail

Game Overview:

World:

Steampunk

Turn Based

Turns are based on commanders

Each Unit moves [x] per turn

Units have different movement patterns, how far they can move

-Each unit moves [x] spaces per commander turn

2D Top-Down

Gameplay:

Movement

Units have a set amount of spaces that they can move

Some terrain will be impassible.

Movement can be prevented by other units.

Units cannot stack on a tile

Depending on other units, a unit may pass through a unit as if it were not there, but cannot stop on said unit.

Unit Basics

Units can be a wall to other units Unit Cost is Fixed, higher tiers costing more Follow a rock paper scissors formula, having weaknesses and strengths against other units

Unit Types

Infantry

Basic Infantry(Mugger/Enforcer)

Move: 3

Health: 3

Weak to all forms of combat vehicles and anti-infantry

Effective against other basic infantry and medics

Ineffective against all vehicles

Cost: ?

Range: 1

Damage: Single Target, 1 dmg

Flamethrower

Move: 2

Health: 3

Weak to all combat vehicles and snipers

Effective against basic infantry and medics

Ineffective against all vehicles. Possibly ineffective, or deals normal damage, against other flamethrowers Cost: ?

Range: 1

Damage: Single target, 1 dmg, if attacking infantry 3 dmg

Balance ideas/worries

Can add some sort of AOE attack to hit multiple targets

Can gain reduced damage from basic infantry and other flamethrowers

Worse than Sniper unless there is a massive cost difference or this class gets some sort of utility or difference in its unit effectiveness

Sniper

Move: 3

Health: 3

Weak to all combat vehicles and anti-infantry

Effective against all forms of infantry

Ineffective against vehicles

Cost: ?

Range: 2-3

Damage: Single target, 1 dmg, if attacking infantry 3 dmg

Balance ideas/worries

Not able to counter attack or be counter attacked

Medic

Move: 3

Health: 3

Weak to all combat units

No combat capabilities

Restores health to wounded infantry units. Possibly can restore health to damaged vehicles

Cost: ?

Range: 1

Healing:: Single target

Recon(Punks)

Move: 6

Health: 3

Weak to all Combat vehicles and anti-infantry

Effective against infantry

Ineffective against vehicles

Cost: ?

Range: 1

Damage: Single target, 1 dmg

Balance ideas/concerns

Make it permanently airborne to remove terrain movement restrictions and increase effectiveness against ground based infantry but still consider it infantry

Only make movement air based to remove terrain movement restrictions. This will keep its current weaknesses and strengths.

Worries with infantry based recon is that it is arguably worse in every possible way compared to a vehicular recon unit. Will be vulnerable to anti-infantry and still only deal regular damage to them.

Vehicles

Moto-bike recon(UE)

Move: 6

Health: 5

Weak to combat vehicles

Effective against other recon and infantry

Ineffective against Combat vehicles

Cost: ?

Range: 1

Damage: Single target, 2 dmg

Tank

Move: 4 or 5

Health: 10

Weak against artillery

Effective against everything

Cost: ?

Range: 1

Damage: Single target, 5 dmg

Balance ideas/worries

Possibly split into light and heavy tank

Artillery

Move: 4

Health: 4

Weak against all forms of attack

Effective against all units

Cost: ?

Range: 2-5

Damage: AOE, 5 dmg

Example of how I’m imagining the unit would fire. https://youtu.be/mFmSP7_crtM?t=2m23s It would function similarly to how the missile silo targeting works in the above video

Balance ideas/worries

This unit could target single units and deal splash damage to the area around the targeted unit The splash damage idea might make the unit too strong

Troop Transport

Move: 5

Weak against all forms of attack

Cost: ?

Air

Zeppelin

Story based unit that will probably only appear in certain maps/missions

Commanders

SteamPunk Commander

Decreases cost of all units

Increases contraband received

Decreases effectiveness of all units?

Upper Echelon Commander

Increased cost of all units

Increases effectiveness of all units

Resource

Contraband

Generates from controlled buildings/places on the map

Gained from killing/looting enemy units

Terrain Types

Road/Street

Increase vehicle movement by 1

Sidewalk(Maybe)

Increase infantry movement by 1

Broken Tiles

Reduce movement by 1

Wall

Can’t be moved through

Ruins

Reduces movement speed by 1

Adds some defensive bonus to unit occupying this tile

Building Types

HQ

Can be captured

If captured the mission is lost

Produces contraband

Base Camp

Produces infantry units

Can be captured

Might consolidate base camp and factory into one building

Factory

Produces vehicle units

Can be captured

Might consolidate base camp and factory into one building

Store/Front

Produces contraband

Can be captured

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