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Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

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Page 1: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Josh Grady and Justin KangCIS 487

2D Game PitchProject: Aegis

Page 2: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Abstract of game story

The enemy forces have come to take our technology, resources, and our planet.

You are the commander of the last installation that can defend us. Take control of the Aegis Cannon, a powerful prototype weapon.

Use the cannon, your troops, and other weapons to defend against the enemy forces.

Page 3: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Abstract

Control the Aegis cannon, and use a multitude of weapons to defend against a variety of enemies

These enemies include Enemy infantry Incoming Rockets Tanks Aircraft And more

Page 4: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Appearance

Similar to missile command Player is on one side and enemies come from the

opposite side Heads Up Display

Ammunition Available Power ups Money and XP HQ Health and Status

Page 5: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Half the game will be a air defense phase where you defend fromMissiles, planes, and paratroopers.

Unlock superweapons and joint support forces like flak strikesOr hyper laser cannons

Monitor your ammo, it can take a bit to reload in the beginningMonitor your base health if you lose some buildings you might not be ableTo use some abilities

Page 6: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Appearance

Additional Screens There will be a alternative land defense HUD Results Screen

Shop and Upgrades menu

Page 7: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Prototype of land defense, different game modeYou must prevent the enemy from getting in firing range of your base. Enemies will be slower, but they can be more durable and be costly for youTo let them get too close.

New abilities like airstrikes and a artillery operations

Page 8: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Leveling Up

MunitionsExpert

Level 1:Reload EfficiencyReload time -33%

Level 2:Effective Munitions

Damage +10%

Level 3:Clockwork Parts

Reload time -33%

Level 4:Total OverhaulGrant Overhaul

Abiltiy

Unlocked atLevel 3

AdvancedPhysics

Level 1:Grants Stasis Beam

Holds enemy in place

Lasts 5 Seconds

Level 2:Advanced ResearchCooldown Reduced

Reduced -50%

Level 3:Diffused Beam

Holds enemies in place

Level 4:Power Efficiency

Can use beam twice

Required:Cryo Missiles

Phase Experiments Joint Support

Tech

Level 1:Mobilize

Cooldown ReducedTime -20%

Level 2:Efficiency I

Support Efficiency boost+10%

Level 3:Scramble!

Cooldown ReducedTime -30%

Level 4:War Machine

Abilities Last longer+25% Time

Page 9: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

The Store

Scatter Missiles(x3)$200

Disruptor Missiles(x2)$400

Cryo Missiles(x5)$800

Unlocked by Adv. Tech

Multimissiles(x3)

$1500

Missile Tech

Repair$5 per damage

Fortify Defense+50 Health

$500

Additional Launcher+More Ammo

$2500

Helper Turret+ Helper Turret

$1000

Buildings

Research Center+Research Center

$2000

Air SupportUnlocks Air

Support$750

Long Range SupportUnlocks Artillery

$1000

Engineer SupportUnlocks Repair

Crew$1000

Joint Support

Page 10: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Player Roles

Player defends the base against enemies by shooting/intercepting the incoming enemies

Player can use power ups to help destroy enemies EMP : Disables mechanical enemies

For rockets, disarms them so collisions won't hurt Helper Turret

Occasionally destroys enemies Overclocker

Able to “slow down enemies” to allow for precision

Page 11: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Player Roles

Player can buy special missiles to help them also Scatter Missiles (wider effect radius) Gravity/Disruption Missile

Causes things to collide and destroy eachother Freeze/Cryo missile

Holds enemies in place for a time

Page 12: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Strategies

Player has figure out where to put the resources Money can be used to purchase certain things

Missiles, More Ammo, Repair damaged structures XP can be used to upgrade certain components

Lasers, Freeze weapons, helper turrets

Player will need to strategically put his/her resources into elements that help their style of play e.g. Slow reaction times? Put more points into

overclocker Upgrade management will be key in later levels

Page 13: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Strategies

Certain weapons won't be very effective against certain enemies Tanks can take more damage Infantry can move relative fast Some enemies will be shielded

The player must prioritize targets to win each round

Page 14: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Scoring

As of Build 0.1.1 Scoring works as follows: Firing a bullet = -.1 pt Hitting an enemy = +1 pt You will receive a bonus at the end of the round

which is the sum of the remaining health of your buildings

Page 15: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Level Summary

4-5 Different parts for 3 different enemy factions Humanoid faction High tech faction Alien faction

About 4 levels in each part Each level has varying waves of enemies

Page 16: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Level Summary

Level 1: Ground Phase Infantry Light Vehicles

Level 2: Air Phase Paratroopers Slow rockets

Level 3: Ground Phase More Infantry Tanks Helicopters

Page 17: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Level Summary

Level 4: Air Phase Missiles Bombers

Level 3 and 4 may have a corresponding boss e.g. Large slow moving tank e.g. Flying fortress

Page 18: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Gameplay: Level Summary

Other parts of the game Part 2: High Tech enemies

Mechs Shielded Enemies

Part 3: Aliens Saucers Trickier gameplay

Final Part: Fight Aliens on the moon

Page 19: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Development Specifications

Recommended Hardware: PC (Recommended Requirements)

Monitor with resolution of 1368 x 768 2 GB RAM Processor with anything higher than 1 GHz Modern Generation Graphics Card

AMD Radeon or Nvidia GeForce With around 1GB GDDR

Sound Card Keyboard Mouse

Page 20: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Development Specifications

Software requirements Windows XP, 7, 8, or 8.1 HTML5 Web Browser or Windows 8/8.1

Something like Google Chrome or Firefox

The game will developed using Construct 2

– Will be using a mixture of original art and modded sprites

Page 21: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Development Specifications

Algorithm Enemies will approach the player from the opposite

screen relative to the player base Ideally with a wave based deployment algorithm Or a Manual timer deployment for some units Some enemies like missiles will be randomly generated

to appear in an unpredictable timing and pattern Graphics will be 2D Sprites Item unlocking will be based on how much money

or XP the player has been allocated Money and XP will be manually set and will scale for

certain enemies and for later levels

Page 22: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Development Specifications

Algorithm Shop items and Skills will be planned out and

outlined Support firing patterns setting require a random hit

radius For artillery or flak cannons

Art will be a mixture of original and modified sprites

Page 23: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Demo Prototype Primer

Open the index HTML file using Firefox, I have not had a lot of luck with Chrome or Internet Explorer

The controls are mouse only at this time Use your mouse cursor to aim shots Left click to fire There is no ammo cooldown so the cannon

should fire as fast as you can click

Page 24: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Prototype Build 0.1.1 For the prototype and demo, running 3 different

levels with 3 waves 20-40 seconds in length Due to time constraints, no shop

implementation or superweapons There are some things implemented that are

placeholder for future features Like money and buildings

Scoring system is in play to penalize players for reckless shooting

– See “Gameplay: Scoring” (Slide 14)

Page 25: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Issues to be aware of

The countdown and buffer system to give intermissions between waves is off

Layout issues that involve skipped levels Requires some logic debugging

Page 26: Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

While testing...

Please be sure to let me know any issues you have while testing that are different from the ones mentioned

Any suggestions would be appreciated