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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

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