game concept mars wars

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MARS WARS Game Concept by James Taylor

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A Presentation of my Game idea for my 2nd year at Uni.

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Page 1: Game Concept   Mars Wars

MARS WARS

Game Concept by James Taylor

Page 2: Game Concept   Mars Wars

Basic Game IdeaA Mecha based combat game, designed using motion controls.

Page 3: Game Concept   Mars Wars

The Experience

Piloting and Fighting using a Transformable Mecha (Robot)Responsive ControlUnique and Precise motion controller

Page 4: Game Concept   Mars Wars

You Are the PilotThe main experience of my game is rooted in the control system. To create the most authentic as possible feeling of piloting the mecha, a custom controller would be used.

Two motion controlled joysticks (Like the Hydra PC Motion controller) Thumb stick for aiming and moving camera Buttons for firing, swapping weapons and left and right speed boosts. Swinging the controller (As if punching) will make use of a melee blow. Tilting controls transforms Mech to flight mode Pedals for moving and braking

Page 5: Game Concept   Mars Wars

Story and Game Progression

String of Pearls (The Art of Game Design, A Book of Lenses, Jesse Schall)

4 Story paths that are separate and interlinked (like Kingdom Hearts: Birth by Sleep)

Each path has a different overall theme; Comradeship, Betrayal, Redemption and Manipulation

Multiple Choices leading to different missions and scenes

Page 6: Game Concept   Mars Wars

Story OverviewHumanity has moved into space and has begun colonising Mars, in order to live on Mars the “Mars Terraforming Plan” was put into action by the 4 main factions of Earth the United American Alliance (UAA, encompassing the US, Canada and South America), the Neo European Federation (NEF, made up of the United Kingdom and Europe), the R.A.E.U (made up of Russia/Asia/Equatorial Union) and the Oceanic and Africa, Community (OAC, made up of the Africa/Oceanic union).

Now with the plan well into its 7th year and with 80% of the Martian surface successfully terraformed, the 4 major factions begin to argue and fight amongst themselves resulting in a full scale war.

Page 7: Game Concept   Mars Wars

So where's the Fun?

Raph Koster in his book A Theory of Fun details a good way of seeing if a game and it’s mechanics lacks funCan you prepare before a challenge? Prepare in different ways and still win?Does the environment of the game effect the challenge?Solid rules for the challenge?Can the rules support more types of challenge?Can the player use multiple abilities in the challenge?At high level’s does the player have to use multiple abilities to succeed?Is there skill to use abilities in the game? Are there multiple results for overcoming a challenge? Do advanced players gain less for finishing an easy challenge? Does failing the challenge at least make you try it again?

Page 8: Game Concept   Mars Wars

Game Comparative: Armoured Core

Developing Gameplay

My game’s GamplayMecha Simulation/third-person shooter (Like AC)You can customize your mecha from the main body and weapons even down to the Generator and FCS (each army will have a different assortment of parts for players to collect) (Like AC)Parts for your Mecha are bought using money acquired on missions, the higher your rank the more parts are open to you from your army’s shop. (like AC)Mecha can transform based on the core of the Machine (different cores are compatible with different parts)Mission Based Gameplay, Mission types vary from destroy all enemies to escort to defend the base and more. Missions can also change mid battle (Like AC)Ship hub, Lets you talk with other members of your team, Make your Mech, test it in simulator, set missions

Page 9: Game Concept   Mars Wars

Game comparative: Mobile Suit Gundam (Series)

Developing Narrative I draw a lot of inspiration from the many

Gundam shows The 4 armies are loosely based on

different Gundam forces Story takes elements from MSG, The 08th

MS Team and Seed Gundam shows (Drops, certain major battles)

Ship interactions and characters also take inspiration from Gundam (Masked villain character)

Page 10: Game Concept   Mars Wars

Game comparative: M.A.G

Developing Multiplayer Multiplayer will be set up in the

same way, player chooses army to fight for and helps that side gain territory in the online war.

Team based Objective based gameplay Players will be able to use the

Mech’s made in the Single Player campaign and use them online

Page 11: Game Concept   Mars Wars

Where Next?

Motion Controls how things are done outside games

Story and character development

Page 12: Game Concept   Mars Wars

References Bertz, M. (2011) Top 10 Gaming Gadgets from CES Available at:

http://www.gameinformer.com/b/news/archive/2011/01/10/top-10-ces-2011-gaming-gadgets.aspx?PostPageIndex=2 [Accessed 25.1.11]

Game guru.in (2008) Official Wheel of Gran Turismo for PS3 Introduced by Logitech Available at: http://www.gameguru.in/sony-playstation-3/2008/23/official-wheel-of-gran-turismo-for-ps3-introduced-by-logitech/ (Accessed 1.2.11)

Hanifnorman (2008) Macross Frontier Available at: http://hanifnorman.wordpress.com/2008/04/18/macross-frontier/ (Accessed 1.2.11)

Aileron, S. (2009) Armored Core: for Answer Mission Tree Adapted from, English Translation by Emerald Fatalis Available at: http://www.gamefaqs.com/ps3/944263-armored-core-for-answer/faqs/58302 (Accessed 1.2.11)

Ballard.D (2006) en:Image: Mars Transition V.jpg Available at: http://en.wikipedia.org/wiki/Terraforming_of_Mars (Accessed 1.2.11)

Ign.com (2005) IGN: Armored Core : Nine Breaker Pictures (PS2) Available at: http://ps2.ign.com/dor/objects/693774/armored-core-nine-breaker/images/armored-core-nine-breaker-20050512105853503.html (Accessed 1.2.11)

Burnes, A (2008) Armoured Core : for Answer Trailer Available at: http://ve3d.ign.com/articles/news/36960/Armored-Core-For-Answer-Trailer (Accessed 1.2.11)

Silent (2010) Mobile Suit Gundam Crossfire Available at: http://silentdivergence.blogspot.com/2010/04/mobile-suit-gundam-crossfire.html (Accessed 1.2.11)

Gemaga.com (2008) Gundam PSP – 3000 Available at: http://www.gemaga.com/2008/09/18/gundam-psp-3000 (Accessed 1.2.11)

Admin (2010) MAG PS3 Review Available at: http://www.gamesconsolestore.com/mag-ps3-review/ (Accessed 1.2.11)

Koster,R (2005) a Theory of Fun. Arizona: Paraglyph Press,Inc. Schell, J (2008) The Art of Game Design A Book of Lenses. Morgan Kaufmann