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Josh Grady and Justin KangCIS 487
2D Game PitchProject: 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.
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
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
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
Gameplay: Appearance
Additional Screens There will be a alternative land defense HUD Results Screen
Shop and Upgrades menu
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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