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Literature Text

#2 INCOMING!
Genre - Sports?, Multiplayer, Vs. Technique
Premise - A fairly straight-forward game involving balls with which to score, movable, mutating units to affect and direct said balls, and goals with layered defenses.
Multiplayability - Version 1: 3-5/6 Version 2: 4/5
Target Market(startup, endup, audience) - This is meant for Nonoba as a first and last stop, a free game available to the public to show what we can do together...and that I can concept a simple multiplayer game that is fun to play over and over. We'll see...
Nonoba APIs - Multiplayer, Data?
Purchase Features - None.
Gameplay - In Version 1, 3-6 players join in an arena, each gets a ball rolling in play, and the madness begins to score goals on any of the other players, to keep your ball under control and in play, to interfere with the movement of opponent balls, and defend your own goal against scoring. Each player starts with a certain number of balls in reserve and can earn more as their gamescore climbs, but balls can be lost out-of-control from the arena, destroyed by enemy balls or snatched up in goals.
Version 2 features teams of three or four cooperative players trying to score on a single player acting as goalie. Each offensive player fills a specific role on a team, his control unit affecting the ball in one way, if he chooses to employ its "ability". Goalies host the V2 games. Either version may have time limits or point targets which ends the game when reached.
Options - Just role/"ability" selection for Version 2, and sound effects and music OFF. Extra balls are possible, and equalization of preferred time and point limits.
Inputting Controls - Very extensive for Version 1, less so but still 12-18 keys for Version 2 offenders. Moving the control unit requires up to an 8-14 key spread. Gravity snagging requires up to 8 digits of the numerical scale. Defense of a goal requires a SHIFTed spead of 18+ keys alone. Control unit conversion requires 5+ keys.
Saved Data - Extensive, overall and specific stats in Vers. 1 and Team and Defender records in Vers. 2.
Maps - To start, four symmetrical arenas, one each for 3/4/5 & 6 players each in Version 1, and two or three asymmetrical arenas for Version 2. After that, new arenas as may be deemed necessary or requested by any growing player base, with growing complexity.
Menues Walkthrough - Waiting room, where games in progress and waiting players are listed. Settings screen, where players can optionally select a time or score limit and handicap themselves. Personal statistics overview, updated after every game played.
Color Schemes/Graphic Style - Sharp and colorful.
Playability Scope - Severely limited by ridgid game elements, but all sorts of cool and wacky elements could be added if needs be. The main attraction will be the equality of gameplay elements, balanced against the skills, strategy and teamwork of the players. The lack of preset computer AI elements should be a plus too...
Storyline - None.
Characters - None.
Computer Player AI - None.
Physics Driver - Impact/deflection, accel/deceleration, magnetism/gravity. More?
Bits&Pieces - Nothing to add.
Another concept overview for Donitz to consider...

2 of 5 gaming concepts I currently have in development. This one is about five days old.

Anything else you want to know, Donitz?

P.S. The Preview Image is some of the visual ref., but I'll be resubmitting with notes if you decide to do this one.
© 2009 - 2024 SkylerVane
Comments3
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Donitz's avatar
I've read through the description a few times and it seems like a pretty straight forward multiplayer arcade/action/sport game. The concept is good but I do have a few questions about some of the details in the description.

1. Is the player in direct control of their own personal ball unit. I wasn't clear on if you ARE the ball or if you are a seperate unit influencing it.

2. The controls. You mentioned that the game would use +12 keys at once. Due to the way keyboards are constructed it usually isn't possible to use that many keys at once in a game and it is for the most part best to keep the keys to a minimum. Because of the ways different keyboards are wired it is pretty hard to say what keys can be held at the same time without conflicts. For example the arrow keys are usually a safe bet for movement, or wasd. Also, you did not mention any use of the mouse in this game. This would seem like one of those kinds of games where the mouse could come very much in handy for either moving the camera or moving the units themselfes (or for just about anything that requires precision).

3. I don't think it is possible to save settings on Nonoba, but I could be wrong. As far as I know saving highscores and statistics is easy, but I have yet to read about a method of saving the settings in a game. Please correct me if I'm wrong. They might have added the feature since the last time I checked the API out.

Other than those questions this project shouldn't be that challenging. I've worked with 2d movement physics for so long so I could code them in my sleep. :P

Anyways. I'm reading up on the other project aswell. Just having a bit of a hard time understanding the rules for now.