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
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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
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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
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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?!