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TABLE OF CONTENTS
No. Title Page #
1. Game Concept 3
2. Game Mechanics 4
3. Gameplay 6
4. Concept Art 14
5. Epilogue 17
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CONCEPT / INFLUENCES
Dendrite is a Real Time Strategy (RTS) single player game set in a cellular scale inside
the human body. This game is for PC and Mac.
We aim to appeal to RTS fans
looking for new challenges set in exotic
worlds. In addition, “science” fans may take
an interest in the game’s biological premise,
and even those who aren’t that interested in
science may appreciate the novelty of an
RTS not based on historical or fantasy
battles. Dendrite aims to trigger the human
gift of imagination by allowing the players to
rethink their perceptions about the human
body. The game allows its players to
strategize and participate in the intercellular
wars thus allowing them to ponder and appreciate the magnanimity of the immune system.
While Dendrite uses many of the common game mechanics as developed by successful
RTS titles like Age of Mythology and League of Legends, what sets this game apart is its
location. Gamers are well-versed in RTS titles based in different locations such as space
(Starcraft), time period (Age of Empires, Age of Mythology), fantasy world (Warcraft, League of
Legends), etc. But none of these games explore the concept of human body as a tactical
battlefield. Unlike “infection” games’ focus on epidemics and the propagation of disease
between people (Pandemic, Plague Inc, or any zombie game), Dendrite focuses on cell-cell
interactions within the human body.
Influences
1. Age of Mythology (AoM)
Dendrite will be adopting core gameplay mechanics such as move, fight, select multiple units
from traditional RTS games such as the Age series and Warcraft III. By using these well-
established and tested techniques, our players can spend less time learning the conventions, and
more time absorbing the novelty of our game’s setting. In Dendrite, players will formulate real-
time tactics that are based on the individual troops’ strengths and weaknesses.
2. League of Legends (LoL)
Dendrite embraces LoL’s concept of Summoner Spells, Enemy Waves and also the Cool-down
effect. Summoner Spells will translate to secondary attacks in our game, such as paralyzing
antibodies. Enemy waves simulate the way the human body is continuously infected with
diseases. Cool-downs, for instance, serve to balance the special abilities in the game.
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GAME MECHANICS
Following are the proposed game mechanics:
1) Primary + Secondary Unit Abilities: Attack + Collect
Scavenger B cell T cell
Primary ability
Short-Range Attack
(Chomping!)
Long-Range Attack
(Shooting
antibodies!)
Short-Range Attack
(Slashing!)
Special ability
Collect protein
(collect orbs from cell
debris!)
Paralyze
(Shooting special
antibodies!)
Critical Strike
(Stronger slashing!)
Special ability
mechanism
When enemies are
dead, protein orbs
float by their corpses.
They can be picked
automatically if
scavengers get close
to them (like the orbs
in Fable II).
With enemy unit
selected, click
“paralyze” icon
With enemy unit
selected, click
“critical strike” icon
Special ability
description / effect
Collect points! Need
them to upgrade the
special abilities of all
3 units.
Targeted unit unable
to move or attack for
a limited amount of
time (30 seconds).
Increased damage hit
on the targeted unit.
Table 1 - Summary of unit abilities.
All 3 units have a primary and special ability. The primary ability/attack is done automatically
when an enemy unit is right-clicked. Scavengers and T cells are melee units, much like a hoplite
in Age of Empires. The B cell on the other hand is like a catapult or archer, as it will get to a
certain distance, stop, and attack.
The secondary ability is automatic for the scavenger based on proximity, and has to be clicked
for the B and T cell. In the latter case, it will be an icon on the bottom left of the screen, and it
will have a cool-down before it can be used again.
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2) Select
Classical unit selection in RTS. Either click on the units individually,
or click and drag a box over multiple units (see right).
3) Move
With the unit selected, right click on the map to set the unit moving
there. The unit will try to take the shortest route, or the route that is
not blocked by the terrain inside the body.
4) Upgrade
Upgrades are purchased with Protein points, which in turn are orbs
acquired from killing enemies. Scavengers can only pick up protein.
3 different colours of protein will be available for pickup, each colour
representing each unit. This way, the player will have a pool of all 3
colours and will be able to upgrade all 3 units. The player won’t mistakenly
mega-upgrade just the scavenger and leave the B and T cell at a level 1.
For instance, antibody attacks can be upgraded to be increasingly powerful / accurate / have
different effects (just paralysis, paralysis + “poison”) / have improved chances of success.
eg, “Progression for a B Cell”
In the diagram below, step 2 might be the decision between a dimeric or pentameric antibody.
One deals less damage, with a shorter cooldown, the other deals more damage with a longer
cooldown, for instance.
Progression for a B cell
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GAMEPLAY
User Interface / Game “Snapshot”
Example screencap of a B-cell and several scavengers engaged in combat with bacteria.
Specifically, one B-cell and three scavengers are selected here (the latter are displayed with the
smaller icons in the middle). Many conventional RTS elements have been kept, including the
“profile pic”, the map, and attack/stop buttons. The special ability has been used in this instance
(“paralyze”), and is recharging, denoted by the clockwise cool-down animation. In the meantime,
the B cell is in engaged in primary attack, shooting its antibodies.
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STORYBOARD
Begin with
scavenger cells.
Click and drag
a box around
the units to
select them.
Notification
About Wave 1!
Can right click on map to move
selected units to zone A.
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Along the way, right-click on
terrain to micro-maneuver.
Here are the enemies!
Right click on the
bacteria to attack.
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Enemies dead.
Only 1 scavenger
casualty. But wait, the
dead bacteria
left behind
protein points.
Approach the
points with the
scavengersto
pick them up.
Protein point
counter.
Let’s head back to
the center of the
map
B cells have
spawned here!
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Quelle belle surprise! New
units: B cells! And also…
The scavenger
that died earlier
has respawned!
B cells are
now
selected.
Notice their
special
attack.
We’re told to prepare for the
next round. This upgrade icon is
also glowing: let’s click on it.
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The upgrade tree has popped up.
..to purchase
Some upgrades
Ready for Wave 2!
We can use these points…
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Gameplay details
The game will allow you to command scavenger cells, B cells and T cells.
● Scavengers act as scouts and basic infantry. They eat and digest enemies, and take their
remnants to the lymph node. The lymph node houses the B and T cells, which wait to be
activated by the scavengers.
● B cells make antibodies, acting as long-range units. T cells become close-range units.
● B cells can shoot antibodies, and T cells slash up-close. Enemies come in waves and are
constantly trying to take over the “Zones” in the map, which represent areas prone to
infection.
Left: example of a level mid-game; 3 zones on
the map to defend, each zone is invaded by a
different species of bacteria. Scavengers start
from the middle. Part of the challenge requires
estimating how many scavengers to send to
which zone.
Player progression
1. Wave 1: bacteria enter, start attacking zones.
2. Player has to get to kill them with scavengers. Collect their protein points when they die.
3. Player has to go back to lymph node (center) to recruit B cells.
4. Wave 2: more bacteria enter. These units are larger and fiercer.
5. Player has to fight enemy wave 2 with B cells.
5.1. B cells paralyze them by shooting them with antibodies.
5.2. Easier to attack them now with scavengers.
6. After Wave 2, T cells are unlocked.
7. Wave 3: Even more bacteria. Player can now fight them with scavengers, B cells and T
cells.
8. Player moves to next level after killing a specific number of enemy waves. This number
changes from level to level.
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Waves and Enemies
The battle part of wave 1 can be easily completed by basic attacks. Current placeholders are
three to four attacks. Then the scavenger needs to go back to the base camp for the recruitment of
B cells.
Wave 2 will consist of several groups scattered in the map. The enemies in Wave 2 are of
different types - small to mid-sized. Mid-sized enemies will likely be killed within five to ten
attacks.
Wave 3 will consist of big boss-sized enemies (with shields, shorter paralysis time) and
additional tough enemies which can be beaten by the 3 characters if the player is able to employ
the right strategies at the right time.
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CONCEPT ART
The art in Dendrite aims to reflect the dramatic aspects of cell life (or death, rather); pathogen
engulfment, cell lysis and juicy explosions of cytosol.
Scavenger
The vacuum cleaners of the
human body, scavengers
consume just about any
foreign entity, provided
they’re small enough and
don’t have a slippery sugar
coat. Scavengers are
essential to upgrading the
arsenal of adaptive
immunity, which consists of
specialized B and T cells.
B cell
Large, magnificent beasts
that shoot Y-shaped
neutralizing protein called
antibodies. Special
antibodies can paralyze
large and slippery cells,
aiding their destruction by
scavengers and T cells.
T cell
Short ranged one-hit
wonders of the lymph; T
cells are adept at slashing
and critical strikes. They are
crucial to the destruction of
viral infected cells, so that
they can later be consumed
by the scavengers.
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Colour concept
Strong, saturated reds/pinks and
greens will be prominent colours in
the world of Dendrite, to match the
themes of blood, lymph and warfare.
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Menu Design
Top: Main Menu button concept.
Right: Pause Menu layout.
See YouTube video for an overview of the
UI prototype.
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EPILOGUE
Armin Mortazavi, Lennie Lu, Gandhar Tannu and Neelesh Vaish as a part of ‘Fundamentals of
Game Design’ course required to complete Masters of Digital Media degree designed the game
Dendrite. We would like to thank our mentor - Prof. Kimberly Voll for her invaluable advice and
guidance that helped us to design the game. We would also like to thank Jason Elliot and Dylan
Matthews for their support and guidance.
Version History:
V0.1 - 16 Oct 2014
V0.2 - 12 Nov 2014
V0.3 - 13 Nov 2014
V0.4 - 1 DEC 2014