Saturday, 22 November 2014

My game idea: Battle Arena


My Game Idea: Battle Arena

In  this document only covering all the aspects and areas about my game idea Battle Arena.  I'll be looking into the many different aspects that make up my game like the genre, environments, mechanics and story line are going through in a detailed description each aspect and explaining how they will work towards the overall idea of the game.

The idea:
Battle Arena is an Tactical FPS (First Person Shooter) with some elements of a MOBA ( multiplayer online battle arena). Battle Arena will have two teams playing against each other and the objective is to reach a certain amount of kills before the game ends. Both teams will consist of an equal number of members up to the maximum team capacity of five and a minimum team capacity of two. The players will spawn with the defaults weapon  players can search through the map to acquire new weapons and collect ammunition. from the start of the game to the end of the game players will receive currency every minute which will be a flat rate. Players will also receive bonus currency from killing the enemy team and even if they assist with the kill they will still receive a certain amount of currency.  once players have collected enough currency  there will be able to spend it in a shop that will be  accessible from any area of the map from here they can purchase many different items that will affect their character stats.  Players will have limited storage in which to place items so they will not be able to purchase every item in the game. players will further have the opportunity to upgrade their items through currency  increasing the initial stats of an item up and to a certain points.  this will mean that players with skill and using teamwork will be able to achieve higher currency quicker and be able to have an advantage over the other team reaching the objective quicker and therefore winning the game.

Genre:
FPS(First Person shooter):
the first person perspective will be the main view of every player and as a b-day perspective of the map and the way they navigate through it.

Tactical FPS:
The tactical aspect warfare to the gun play within the game.  This will be included in things like controlling accuracy and recoil with weapons and depending on you and your team's items who will be the best person to carry certain types of weapons around with them. for example if you have purchased items that focus on high output damage then you may be the best character to carry a fast firing weapon.

MOBA(Multiplayer online battle arena):
The MOBA aspects will come in the form of item and shop system and also the health mechanic. These mechanics will help make games more tactical and last longer depending on team skill and their abilities.


Environment:
Battle Arena will feature four different environments that players can traverse. 

Close quarter: The first being close quarters this will be a very narrow corridor style map with players having little option to move around the arena as proximity to the enemy team will be very close. 

Temple: The second map temple will be a symmetrical-based map with both players spawning at their team structure which will be a temple then being able to fight in a small area connecting the two temples to each other this will allow the players to have two entrances to each of its temples meaning that they can flank them from behind or tackle them straight on. 

Arena: The third map Arena will be similar to ancient Roman gladiator arenas. With players spawning in a circular shaped environments surrounded by walls with solemn small structures in the middle allowing players to use this for cover. 

Multi layer: This environment will consists of various different levels for players to explore as well as to get the drop on other enemy players. This will allow players to fight on various different levels and also give them many different ways to escape an enemy or to engage them.

Mechanics:
Player interface:
This will be the places view into the game world and also show vital information about the player character and also team members. Similar to other first person shooters the player interface will display what weapon the player is using and also how much ammunition they are currently in possession of that weapon this will be displayed in the bottom left corner of the screen. At the right-hand side of the screen there will be two small tab buttons this is where the player can access the shop to purchase items and it is also where the player can access the menu to change options or leave the game. Underneath this tab at the bottom right will be the amount of currency the player has stored on their person at the moment. Along the bottom of the screen there will be two bars's both separated from each other the closest to the barn will show the players inventorying and what items they are currently in possession of. The bar above will display the player's health that they are currently on. Here is a conceptual picture of what the play interface may look like.


Currency:
The currency system in Battle Arena will work into significant ways. The first way is that players will receive a set amount of currency every minute this may be one currency every second. The second lying currency system work if a player kills one of the enemy team or assists one of their team members in killing one of the enemy team they will receive a package of currency for example 200 currency. This currency can  only be spent within the shop on items that player can equip.  players also have the option  upgrading items they currently possess by using their currency and this will increase their bonuses to the player.

Shop:
The shop system in Battle Arena is where players can spend currency that they are earned or collected throughout the game. the shop will sell items to the player and a certain amount of currency players can then equip this to their persons. Shop will consist of many items that will have many different effects on players

Items:
The item system in the game is where players can purchase items from the shop and this will have significant effect on the game play. For example if a player purchases a item that increases their rate of fire and the crease as their accuracy that means for the rest of the game they will have this increase bus to their character. This will be how players progress and become better by purchasing these items also these items can be upgraded once they are in the players possession by adding currency to the item it will increase the buff  as it gives to the player. The items in the game  will cover many different types of stats that will affect the player  like movement speed,  jump height, gun damage, rate of fire, reloading speed, health re gen, maximum health, currency income and effectiveness with certain weapons those are just some for example that will be included in the final version of the game.

Inventory:
This will be how the player will store items that they have purchased from the shop on the character. The play will be able to store a maximum of six items on their persons at one time this will be displayed along the bottom of the screen with an apart so players can see quickly why they have and if they have any space to purchase more. From  here players can upgrade their items through adding currency by clicking on the item and adding currency to it.

Weapon pickups:
Every player when they spawn in the arena will have a default weapon this will be the standard weapon for all characters. in the arena there will be many different types of weapons that will spawn on the ground allowing the players to pick them up and use them against the enemy team these may be from standard assault rifles to special weapons and will also be affected by players items allowing them to use than in devastating combos.

Weapon traits:
With every weapon  in the game they will have unique traits that will be different one another. These trades will be their rate of fire their damage and their weight the rate of fire will affect how fast the gun can fire and can also become buried with items from the shop allowing for a further increase into making the gun even better.  The damage will be how much this weapon will affect on other players and can also be upgraded through items.  The weight will affect how fast the character can move while using this weapon for example a pistol will allow a player to move faster than another player handling an assault rifle and this can be changed through items purchased through the shop.

Accuracy/recoil;
With every goal in the game there will be a difference amount of accuracy and recoil that will affect that certain weapon. so for every weapon in the game the player will have to consider the accuracy and recoil when going into fights. With the recoil when players are moving in a significantly increased but when the player is staying still there will have an increased accuracy allowing  them to increase the chances of hitting the target. when players are firing their weapons they will have a certain amount of recoil depending on what weapon  they have equipped.  an example of this would be if a player has a standard assault rifle and holds down the trigger the recoil  will make it almost impossible to hit the target while using small bursts and controlling the recoil will allow for greater accuracy and a greater chance of hitting the target.  through items as well these two traits can be reduced and controlled if the player sees fit. 

Story:
In Battle Arena  there will be no main story line only a kind of story set up where the player is shown that they are competing with others in a hologram type environments with a placed in many different arenas from the past and the future to become the best players. other than this my game will consist of no story line and narrative.

Theme/style:
The theme and style that I wanted to go with for Battle Arena was that for the players, user interface and weapons this would be in a futuristic robot style while the environments that the players interact with would be similar to ancient cultures like the Romans, Aztecs and many more. the reason for this was that it will allowed to different themes to interact with each other which I think would create an interesting visual block and also as this allows me to explore different cultures architectural designs and implement them into my game.


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