Слайд 1by: Philipp Klaschka
„Base Wars“
Слайд 2Agenda
Outline
Gameplay
GUI
Main Menu
InGame HUD
Campaign menu
Properties
Building properties
Unit properties
Unit AI
Events
Game Engine
Facebook Integration
Singleplayer
Multiplayer
Graphics
Слайд 3Outline
Phase 1 development of a game for multiplatform deployment (phase one
only iOS but Xamarin or similar for later multiplatform roll out shall be used). The game is similar to a tower defence game, but has more complex pathfinding than a scripted TD. Datastructure via Plist should enable simple content adding later on. Multiplayer preparation but not development in this phase. Campaign play, facebook integration and in game store shall also be included. Upon signing of the NDA and winning the bid, a detailed game outline including menustructure, gameplay, gui, description will be share and discussed. Various milestones have already been prepared and will be finalized during a kickoff meeting. All meetings shall be done via skype screensharing. USA or European developer teams with proven track record preferred.
Слайд 4Gameplay
Tug-o-War
„NEXUS WARS“ clone
Player can only place buildings and trigger events
Buildings will
either act as towers, barriers, or factories
Factories spawn units that will autopath to attack the other players base
Player spends ressources on buildings, buildings built give x amount to the income.
Income is given every 10 seconds
Слайд 5GUI – Main Menu
Single Player Campaign
Single Player Quick Match
Multiplayer
Load Game
Settings
Store
Слайд 6GUI – Main Menu
Single Player Campaign
Campaign 1
Campaign 2
Swipe
Return
Слайд 7GUI – Main Menu
Single Player Quick Match
Return
Map 1
Map 2
Swipe
Map 3
Easy
Normal
Hard
A.I. Setting
Start
Слайд 8GUI – Main Menu
Load Game
Savegame 1
Savegame 2
Swipe
Return
Mapscreenshot
Mapscreenshot
Слайд 9Volume
GUI – Main Menu
Settings
Master
Music
FX
Слайд 10GUI – Main Menu
Store
Unlock Race 4
Unlock Race 5
Swipe
Buy Nukes
Слайд 11GUI – InGame HUD
Vertical
Horizontal
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Building
Building
Upgrades
Events
Upgrades
Events
Building 1
Building 2
Building 3
Swipe
Building list dynamically
generated from selected Race
Слайд 12GUI – InGame HUD
2D Top view of map (Map is approx
3k x 2k)
Map larger than resolution of device
Swiping will move camera around on map
Pinching will zoom
Build button should show list of buildings which can be dragged and dropped onto the map
Ressources should be displayed in numbers
Map needs to update in realtime as units run around and buildings are built
Слайд 13GUI – Campaign Menu
Player is given options on which scenario to
play next
Rewards should be outlined in a callout
Bascially all graphic design, programming only needs to visualize this menu, with various clickable options
Option 1
Option 2
Слайд 14Building properties
There are 3 types of buildings:
Factories (spawn units after a
set time interval)
Towers (shoot at enemy units in range (basically stationary units)
Barriers (just stuff of varying size that blocks the path)
Buildings can be selected in the building drop down and placed on the map
Factories will spawn a unit in a defined time interval
All buildings have a construction time, only after completed will the unit timer begin or the tower become active
Construction of a building will add income
See PLIST documentation for detailed properties
Слайд 15Unit Properties
Units are spawned by buildings or other special triggered events
Units
are not controlled by the user
Units cannot overlap
Upon 0 health they die
All properties as well as animations and graphics are stored in the „Units Plist“
They have armor, which is a number that will be deducted from incomming damage
All their properties can be modified by the game through „effects“
Temporary effects can be applied to units by enemy units or friendly units or events
Continuous effects can be applied to units by „upgrading“ them
See PLIST documentation for detailed properties
Слайд 16Pathing AI
Units will need to find a path to the Base
of the enemy player, once in range, they will attack
On the way, they will attack the first enemy unit or tower that comes into their range until that enemy is dead, or leaves the range
They cannot overlap, so if a slower unit is in the way, they need to pass
Standard path can be obstructed with enemy and own buildings, but shall never result in a lockup
Слайд 17A.I. Build Order PList
Build orders that simply list at what game
timestamp which player 2 actions should be triggered are found in Build Order PList
Слайд 18Events
User shall have various events at his disposal
Nuke: 1 per game,
unless more are purchased in the store. It kills all enemy units in a large radius (about 800pixel). Animation of a droping rocket and then an explosion should be visualized
Mercenaries: Marines: Drop pods appear and place x amount of marines(or any unit) at the selected location, just like with spawned units, they will run towards the enemy base and attack anything on their way
Other events should be add-able later
Слайд 19Game Engine
Units Engine: Should be able to take the parameters from
the Units Plist and create different instances of units on the map. One Engine should be able to handle all types of units. Pathing should apply to this engine.
Building Engine: same as units, it should be able to create all types of buildings configured by the Plist for buildings. One engine for all buildings shall be created.
GUI & Map: even though initially only 1v1 is in scope. The game engine should be coded in a way that there are 2 teams, left versus right, buildings and units on the left fight against the ones on the right independent on how they are placed. In future, when multiplayer is added there may be any number of players on each team. The way that buildings and units are handled should remain the same. Meaining the source for user events should not be hardcoded
Слайд 20Facebook integration
Allow posting of achievements and purchases on facebook
At certain events,
a screen should prompt the user if he wants to share the event on facebook
Слайд 21Singleplayer
The player can play through campaigns
Placement and timing of buildings and
upgrades are pre-timed this shall be called AI:Build Order
Upon winning a game, the next level is unlocked
Слайд 22Multiplayer (Not part of Phase 1)
Peer-to-peer? Or server based?
There shall be
an online random matchmaking
Both players will see the same map including all units and buildings
2v2, 3v3 and 4v4 should be possible. Building areas will be shared and units shall not attack teammates
Deliverable of phase1 is an interface documentation to the game engine
Слайд 23Graphics
All Animations (imageSets) shall be stored in the PLists
Buildings need an
animation for construction (not necessarily different for each building, construction scaffolding building up is fine)
Buildings then need a simple up and running animation, for towers, a rotatable head, for factories some kind of blinking or moving cranes Factory-towers should have both.
8 directions of units (example) Each direction needs:
Moving
Standing
Shooting
Additionally a death animation
Слайд 24Project Milestones
Milestones:
Phase 1:
Kickoff: Finalization of Project plan & finetuning of concept
(below milestones)
GUI - Menu Structure
GUI – InGame (incl. Building placement and construction functionalities)
Workshop: Graphical design requirements creation (number of screens, look and feel & animations)
InGame: Units spawn & pathing and attacking (Major milestone, testuser should be able to place buildings on both sides and the game should battle itself left versus right
InGame: Events activated (all events work as intended)
InGame: Computer enemy controlled by build order
Deliverable: Multiplayer interface documentation for backend creation
Building of Campaign 1 incl. Menu Gui
„Save & Load“ functionality
Online Store integration
Facebook integration
Final Signoff Phase 1
Phase 2:
Finalization of Project plan (below milestones)
Backend design and Apple Game center integration
Global Ranking List