Sunday, 16 November 2014

First idea concept

My Game Idea short concept: Battle Arena

In  this document I will be giving our short description of the game I have came up with so far going over the genre, environment, mechanics and story . This document is only meant to highlights the early concept of my game I will later on have a document that is more descriptive of the final game idea  after I have thoroughly researched into similar games and trends in the market to find out how to best suit my game for the audience.

The idea:
The first idea for my game is for an arena-based tactical FPS (first person shooter) with elements from a MOBA (Multiplayer online battle arena). The idea is to have player versus player combat set in in arena setting not allowing the players to go beyond the boundaries of the arena. Players in teams or alone will fight against each other for dominance of the arena. The players will have a life bar meaning that combat will not consist of twitch-based shooting  but of tactical position of other players to outnumber and eliminate opposing team members. This will mean that players will have to shoot each other multiple times to achieve a kill and also use team positioning  to gain the upper hand.  the MOBA elements of the game will be that players will gain an in game currency  through kills and also through participation such as a flat rate being given to the player each minutes. The player will then be able to spend this in a shop of some description which will contain upgrades for their weapons ,Armour and movement abilities. the final goal of the player will be to reach  a certain number of kills for his team for their and his team to win causing the end of a round the player can then choose to play again or join another party of players.


Genre:
FPS(First Person shooter):
As the mean genre of my game it will  be mainly in the genre of first person shooter as this will be the view that the player will use to navigate the map  and also to shoot of the players. 

Tactical FPS:
where this will come into effect is the positioning of team members and use of weapons and abilities to gain kills over the enemy as this will require tactical planning by each team.

MOBA(Multiplayer online battle arena):
The MOBA side to the game will come in the form of the  health based combat and shop containing upgrades as this will allow the games  to last longer depending on the skills of team members.

Environment:
The environment of the game will be set in will be constructed as arena-based maps. This will allow the player to run around a certain area but not build to explore beyond those boundaries. The  on a map that will be inspired by ancient architecture such as temples and ancient arenas similar to Roman culture as they were the main culture that popularize arena battles and gladiators. I would love to cross this Roman arena culture with a futuristic simulation  setting  and to see how they work together but more research to be done to see if these two aspects of culture can work together. 


Mechanics:
Player view: 
the player's view of the game will be a standard FPS view with the player taking on the perspective of their character through their eyes. This will include a front view of the gun allowing the player to aim in  on targets palace you will also include information about the character such as weapon type and ammo.

Shooting:
the play will be to shoot weapons equipped to their character and will vary depending on the weapon some may be fully automatic or semiautomatic and have different damage outputs.

Weapon swaps:
the weapons what mechanic will allow players to swap out weapons with any new ones they obtain that may be placed on the map or dropped by other players this will be a simple weapons what system similar to that of other first person shooter games.

Multiplayer:
the multiplayer will consist of team  based multiplayer or single one on one multiplayer to keep the teams can be shifted but must always maintain an equal amount of persons per side. For example if there were three players on one side the must be three players on the other. the multiplayer all work as players can host games and find other members online to fill the slot's but players are not allowed to join other games while they are being played as this could upset the balance of the combat.

Currency:
the player will receive a in game currency and a flat rate every minute equivalent to one piece of currency every second. The player will receive extra currency if they are able to support or gain a kill for their team this will be depending on the other players amount of currency and also the time of the game.  The player can then use this currency in a shock to obtain upgrades for their player

Shop:
The shop can be accessed at any time by the player either while in game or while re-spawning. the shop will contain three branching tree is of grooves to purchase for the player tree number one will be called runner this will feature stat upgrades and items that will allow the player to run faster over the environments and increase their movement speed. The second tree Tank will feature stats and items that will increase the player's health.The third tree will be damage dealer and this will focus on stats and items that will increase the players damage output all options on the trees can be purchased with currency.

Item system:
items can be purchased from the shop the players of access to in game.  items will consist of many different perks and staff bonuses towards a player each one can be purchased with in game currency and will vary depending on which shop tree it belongs to. For example if an item is purchase from the brunette tree it may give perks as increased jump speed and movement speed. But in the damage dealer tree it will increase the rate of fire and damage output of the players weapon.

Player health:
The player's health within the game will be a major point of balancing game play. As the ratio with player health and damage will be that players can do a lot of damage to another player before they destroy another player. this is where the shop mechanic and item system will come into play as players can increase their health or damage to make fights with all the players more tipped in their favor.

Stats:
The star system in the game will show the player how much movement speed they have how much damage they output and also the amount of player health they have.  These stats can be upgraded multiple times through purchases through the shop and items obtained through the shop.  the stats will be constantly shown to the player on the  player UI so that they can constantly see what stats they are getting. 

Story:
The story line that will be played in my game is that you play a character that is in a simulation just for the sole purpose of fighting an enemy team. the character that the player will be able to control will simply be a robot like entity and will have no back story or story line attached when.  the only purpose of the player will be to fight the enemy team to win  the match  in the arena.


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