Group Project Design

Detailed Realistic Game Plan:

Ultimately our game, Astronomical Arena, is setup so we can implement one a feature at a time and test it as we go.  This being said, for our game to have a core, we need to first implement the moving and combat aspects.  Our initial step will be to construct a basic map, probably a plane with walls around it, which we can use for initial testing and design.  We’ll first go about implementing and tuning the movement.   This won’t be overly difficult compared to the other aspects of the game and we already have a target feel to go for.

Following this we will implement the second core concept of our game:  combat.  The combat will be constantly improved as we develop the game, but initially we will implement the basics.  This will involve implementing standard shooting, meaning the ships can rapidly fire single shots with no ammunition restrictions.  With this we’ll implement how we calculate damage based on where the ship is hit and tweaking fire rates to feel fair and fun.  Another basic combat feature we’ll implement is the ability to boost, or briefly speed up until your battery is depleted and needs time to recharge.  We’ll go back and add more to combat later in the production cycle, once we implement several other features first!  As an aside, after this step we’re going to ensure that we can get it to work with two players using Xbox 360 controllers.

The next step in the game plan will be to implement objects in the game that have a gravitational pull.  This involves creating various planetary bodies and other “space-like” objects and placing them around the map in key locations.  Deciding the look, shape, and amount of gravitational pull of these objects will require a good bit of tuning to make feel fun and “out-of-this-world.”.  Another map related implementation we plan to do after this step is to add wormholes to the game.  These will randomly spawn and be able to transport both ship and projectiles to spots around the map.  Again, these will require a good bit of testing to ensure they spawn and fair but fun locations and don’t interfere with the objects already placed around the map.

Finally, after these aforementioned game features are implemented we’ll go back to the core mechanic of combat.  At this point we’ll only have the standard unlimited ammo laser shooting of the ships.  We plan to implement other types of weapons such as a bomb with an explosive radius or a trap that can be placed around the map.  These will be able to be picked up around the map at certain spawns and can be fired via various buttons on the controller.  It’s not for certain what style of weapons we’ll want to implement, as it’s heavily influenced on how we set the gravitational pull of the objects and the map’s layout.  Overall we want to keep the game fast paced, fun, and competitive without it being overly difficult to learn.

 

 

 

Low Target

For the low goal we want the following to be implemented:

  • Spacecraft movement fully implemented and tuned for a fast yet low-gravity “space” feel.
  • Standard projectile shooting implemented for the ships, including damage calculation.
  • Various planetary and random “space-themed” objects in place on the map with minor interaction, such as a not-so-tuned gravitational pull on just the ship.
  • Basic ship upgrade, the spacecraft booster, available.
  • Ability for two players to play the game using Xbox 360 controllers.

 

Medium/Realistic Target

For the medium/realistic goal, we want the following to be implemented in addition to the low target items:

  • Map objects should fully interact with the ship and projectile(s), i.e. gravitational pull based on size, destructible, moveable, etc.
  • Worm holes should be implemented and tuned to allow both spacecraft and projectiles through and are located in a fair yet fun locations at random times.
  • Multiple weapon types/upgrades spawn on the map that are distinct from one another.
  • This includes bombs with an explosive radius, a trap that can be set on the map, a shield for the ship, etc. that have different damaging/impairing effects on the opponent’s ship.
  • The game’s graphics and effects should be fully polished.

 

High Target

For the high goal, we want the following to be implemented in addition to the medium target items:

  • Multiple maps that are selectable from the start menu.
  • These maps will have different objects located about them, with perhaps inverse gravity and other properties about them.
  • These maps, in addition to the standard one, could have a different variety of weaponry and upgrades that spawn in them.
  • This would mean we’d implement a couple more weapons and ship upgrades at this stage in development.

 

 

 

Week of the 28th

  • Movement of spacecraft implemented
  • Basic shooting, including damage calculation, in place
  • Ability for two players using controllers

 Week of the 4th

  • Various planetary and other objects in place on map
  • Minor interaction(s) with these objects implemented
  • Ability to boost spacecraft

 Week of the 11th

  • Final object interactions implemented, meaning they’ll have varying gravitational pull based on size, be destructible, moveable, etc.
  • Wormholes tuned and in place at fair yet fun rates

 Week of the 18th

  • Multiple weapons, including their spawn rates, effects, damage, interactions with the map etc., implemented
  • Ship upgrade(s) in place

 Week of the 25th

  • Finishing touches on the game’s polish
  • Ensure the game feels correct and everything (gravity, weapons, wormholes) are tuned properly
  • Implement any minor changes received from the feedback of the final play testing session

 

 

 

Alpha

  • Movement of spacecraft implemented
  • Basic shooting, including damage calculation, in place
  • Ability for two players using controllers
  • Various planets and other objects in place on map
  • Ability to boost spacecraft

For the alpha play-test phase, we’re targeting this subset of our game for multiple reasons.  Firstly, it has a basic idea of what our game is going to be.  The movement, shooting, and competitive factor are in place at this point, despite being in an early state.  We’re looking for feedback on the movement of the spacecraft to see if we hit the target feel.  Also, since the standard common shooting will be in place, we’ll be looking for feedback on that as well.

 

Beta

  • Final object interactions implemented, meaning they’ll have varying gravitational pull based on size, be destructible, moveable, etc.
  • Wormholes tuned and in place at fair yet fun rates
  • Ship upgrade(s) in place

For the beta play-test phase, once again we’re targeting this subset of our game for multiple reasons.  A core factor of the game will be added at this point, the planetary game objects and their interactions.  Along with the wormholes implemented by this point, sets a good playing point for the player to interact with the environmental features of the game.  This will be the most important playtest period, as we need to ensure the interactions with the objects and wormholes is fun.  Also, we want to see if the player enjoys and can fully utilize the various mechanics they introduce to the game.

 

Final

  • Multiple weapons, including their spawn rates, effects, damage, interactions with the map etc., implemented
  • Finishing touches on the game’s polish
  • Ensure the game feels correct and everything (gravity, weapons, wormholes) are tuned properly

This feature set was chosen for the final milestone as the game will virtually be done at this point.  We want the players to be able to experience, for the most part, what the game will be like when it’s officially complete.  The core feel we’re going for should hopefully be present by this point.  We hope to learn what finishing touches and polish we should add at this point from the feedback.  From here we’ll make any minor changes suggested from the feedback.

 

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