Inertia week 4 pitch

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Inertia

Glen Jang

Kelvin

Inertia A grid turn-based strategy game with an

objective of reaching the goal point

Victory Condition - Reach goal point before anyone else does

Defeat Condition - Completely trapped by obstacles

Theme : Fantasy World

B

A

General Gameplay

Players spawn at a starting point

Initially unbuildable path

Each turn consisting of 3 possible actions:

Move, Build and Use Power-up

Build Rule 1: Path must originate from an existing

path and cannot be built over existing path

Rule 2: The path must be vertically or horizontally linked

Building has no range restriction

Building provides an obstacle

B

A

B

A

B

A

B

A

Move

Players can move along path only

Movement not mandatory

Use Power-up

Only available if power-up was picked up

Provides various effects depending on

power-up

Power-ups

Random element

Stored when picked up; can be used

whenever

Cannot be hoarded

Example: increases movement for the

current turn by x tiles

Example: removes any 1 obstacle from

map

B

A

?

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Blocking Mechanics

Obstacles act as “blockers”, with

exception to the owning player

Complete obstruction from goal results in

elimination

Class Specialization

Certain classes will start before other classes

Introduces more elements of strategizing

and planning

Class-specific ability (active or passive)

Class Specialization (cont.) Traveler – Travelers are able to travel

additional tiles every time he/she chooses to move.

Architect – The architect is able to build additional paths every other turn.

Scout – Scouts have a larger vision radius and provides permanent vision to previously travelled tiles

Class Specialization (cont.) Magician – The power-ups that the

magician use will have increased effect compared to a non-magician.

Blocker – The blocker job will allow the character to build additional obstacles when a path is built.

Engineer – Able to plant an invisible trap on paths that affect enemies

Game Configuration

Players able to customize game settings

“Lobby” feel

Game Mode and Stage

Game Mode

FFA, Team vs Team

Configure number of characters per

player

Stage

Every stage has different design

Affects gameplay

Example: Lava Stage destroys x built tiles every round

Example: Void Stage has unbuildable spots

Fog of War

Vision radius around each character

Certain character classes may have

further vision range than others

Tiles cannot be built if no vision

Vision shared among allies

Motivation Ranking System

Based on Win/Loss Ratio

Achievement Badges

Unlock everyday achievements e.g. 100 obstacles built

Matchmaking System

League & Stages

THANK YOU!

QUESTIONS?!

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