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Inertia Glen Jang Kelvin

Inertia week 4 pitch

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Page 1: Inertia week 4 pitch

Inertia

Glen Jang

Kelvin

Page 2: Inertia week 4 pitch

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

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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

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Use Power-up

Only available if power-up was picked up

Provides various effects depending on

power-up

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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

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Class Specialization

Certain classes will start before other classes

Introduces more elements of strategizing

and planning

Class-specific ability (active or passive)

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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

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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

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Game Configuration

Players able to customize game settings

“Lobby” feel

Game Mode and Stage

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Game Mode

FFA, Team vs Team

Configure number of characters per

player

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Stage

Every stage has different design

Affects gameplay

Example: Lava Stage destroys x built tiles every round

Example: Void Stage has unbuildable spots

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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

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Motivation Ranking System

Based on Win/Loss Ratio

Achievement Badges

Unlock everyday achievements e.g. 100 obstacles built

Matchmaking System

League & Stages

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THANK YOU!

QUESTIONS?!