Team RTP: Game Pitch

The Game Pitch: Rise to Power

Group

kernel: Team Manager; Game sketch, Mechanism/AI programming(https://github.blairmacintyre.me/site-archive/cs4455f13/author/kernel/)

kyoo: Animation/Graphic design, AI programming (https://github.blairmacintyre.me/site-archive/cs4455f13/author/kyoo/)

k5mhcak: Collision programming, Level design, other polish effects(sounds) (https://github.blairmacintyre.me/site-archive/cs4455f13/author/k5mhcak/)

Game Title

Rise to Power

Game Description

The player controls dethroned king who has spent years of exile. Now, he wishes to bring down the false king and return to his rightful place. In order to achieve this, he must build an army of brave soldiers who are still loyal to him.

The goal is to build an army big enough to capture the objective stronghold. The player starts of with few guards to roam around the map. With these guards, the player can defend the king and kill/capture enemy units. If the king is attacked even once by an enemy, the player loses the game.

The player roams around the map and the guards follow the king. The battle system is based on a simple logic. If a unit is attacked by by another single unit, they are in a deadlock and simply push each other after few seconds. If a unit is attacked by two other units, that unit is destroyed. If a unit is attacked by three other units, that unit surrenders and joins the opposing force. This logic works in both directions.

Fun moments

Strategic victories & Conquer with unstoppable force: Winning a battle can give different types of satisfaction. If the player has a smaller or equal sized army, they winning a battle comes with the satisfaction of outsmarting the enemy with better formation and strategy. If the player has a bigger army, they will get the satisfaction of stomping over enemies with an unstoppable force. However, in order to prevent the game from being too easy once the army grows big enough, when the size reaches certain threshold, extremely fast assassin units will randomly spawn to force the player to play more defensively.

Snowballing power: The player’s army initially starts out small. The enemy base camp should be impossible to conquer without gathering more troops. As the player wins more smaller battles and recruits more units, the player should feel conceivably stronger and participate in larger battles. Bigger battles should reward player with more units so that it snowballs quickly to an unstoppable army, allowing the player to conquer the enemy base camp that once seemed impossible.

Target Experience

Leading role & Sense of being guarded: As the player roams around the field, the army follows him and guards him. The player decides what formation to assume, when to attack, and when to retreat in order to win the game. The army will attack the enemy as the player hits the attack button, and guard the king(the player) from attacks of the enemy. So, the player should feel like a leader whom the soldiers will guard with their life, and feel guarded by the army around him as well.

Silly movements and battles: The movement of the player as well as the guards should feel rather silly. The movement of each unit should not be uniform to show that each unit is an entity with its own thoughts. The game should give a feeling of walking with many other people rather than the pack of guards feeling like a single entity.

Presentation

https://docs.google.com/presentation/d/1bNSe7cApMQoT8fWmLVQXvOzpYh5EaayuHOSJ8IczYKs/edit?usp=sharing

 

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