visaward computer games design award
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Design Document Spec by Jun Sze Chun Chan School of Computing University of Teesside. VisAward Computer Games Design Award. Notes. This presentation briefly explains the design/game’s unique features and gameplay. - PowerPoint PPT PresentationTRANSCRIPT
Mutineer Online Spec. 1
VISAWARDCOMPUTER GAMES DESIGN AWARD
Design Document Spec byJun Sze Chun Chan
School of ComputingUniversity of Teesside
Mutineer Online Spec. 2
Notes This presentation briefly explains the design/game’s unique
features and gameplay. Please read the notes for further explanations of the
contents/pictures shown in this presentation. For more detailed gameplay ideas and features, please refer
to the design document.
Mutineer Online Spec. 3
Mutineer Online PC MMO Beat’em Up
Nation vs. Nation Territory War Battleground System Strategy Focused Gameplay
Ranking System No Leveling
3rd Person and RTS Gameplay Instant swapping between 2 interfaces without gameplay interference Units Control Non-Targeting System Strategic Skills
Customization Powerful Character/Equipments
Realtime Physics Engine Random Weather and Environment System
Quests and Items Anti-Cheat Gameplay System
Mutineer Online Spec. 4
PC MMO Beat’em Up A world of war, where PvP occurs everywhere. Players joining a nation to
war the others. Never ending PvP. Invasions occur alongside the borders and players
have to defend/invade in order to expand their territories. Over 80 players battling in one battleground. 200+ of the total numbers
are AIs. AIs’ re-spawn time depends on remaining posts in the battleground and the nation’s resource available.
Strategy usage and forces’ morale determines the game’s difficulty. Queuing system allows players to queue on a battleground. He’ll be
notified when a slot is available. Limited potions usage increasing the game’s difficulty and allowing
queuing players to quickly join the battle. Players died in the battleground will leave the battleground and resurrects
in the nearest village. No time limit. The battle continues until one of the side fails to defend
their posts. New players can join the battle whenever there are free slots.
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Nation vs. Nation 4 nations warring each other. Battles occur alongside the
borders (at the zones within the border regions).
The grey area is a neutral region that belongs to nobody.
Whoever captures all the zones within the region will gain it.
Invasions continues randomly, unless the nation’s out of resources.
A high ranked and requirement reached player can request to start an invasion (if the nations’ resource allows).
AIs randomly invades enemy territories.
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Territory War A region consists of many
different zones. And a zone consists of few areas.
The red areas are where the battles occur.
Unsigned players cannot access these areas.
Occupation of a region ends when one successfully seize all the zones.
Posts capture, castle siege, village war and more.
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Battleground System Battleground differs from castle
siege to desert war. Only signed up players can join the
battleground. Possible to queue to join the battle. Realtime world system.
Battleground’s world is the actual world.
A camp will appear and surrounds the ground where battle occurs. It serves as the ground’s border.
The camp serves as loading area. Un-signed players cannot pass the
area. Players can freely move around in
the camp while the ground is loading.
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Ranking System Forsaking standard level system, ranking system prevents
massive grinding. Player’s rank’s determined by his total score (total number +
percentage of wins). Only skills levelling require experience points, which can be
obtained through battles and skills usage. A rank determines a player’s stats, equipment and unit
usage. Minor stats differences between players, ranks and AIs. This
allows new players to play against experienced players, without worrying about overpowered high level players.
Similar stats’ AIs make the gameplay harder, and forcing players to cleverly using strategy skills to make a easier win.
Mutineer Online Spec. 9
3rd Person & RTS Gameplay Providing both 3rd Person
and RTS Interface (aka Satellite Mode).
Instant swap between 2 interfaces with 1 single button (Battleground only).
Units control can be done in Satellite Mode (Command giving).
Interface will be slightly changed when swapping between 2 modes.
Player Character can be controlled in both interfaces.
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Player Units Player units (aka soldiers) can be obtained by employments. One can have up to 10 player units. Units’ stats are independent. Once they die, they’re gone forever together with the
equipments assigned to them. Players can re-/un-employ their units. Only player units can execute strategic skills.
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Non-Targeting System Dropping click and target
feature. Non-targeting system provides AoE effect which damages units within a certain range.
Distance, timing and direction determines damage output and defence’s success rate.
Higher tension gameplay. Massive damaging sounds
provide more excitement and urge of domination.
Using FPS movement control and mouse clicks as attack/defence. A more flexible controls and gameplay.
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Strategic Skills Using Environments as part of the skills. Skills like creating a dam, trap, shortcut, using fire, flood and
more. Weather affects the skills outcome. Some of the skills requires preparation before actual
execution. Preparation time depends on the total number of units
“working” and their stats. Possible to help allies’ units in order to shorten the
preparation time. Strategic skills’ outcome affects morals, which affects the
game’s difficulty.
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Customization Powerful character customization system. Using slide bars to
customize player character. Every nation have their own style in armours and clothes. Clothing is possible. It can be useful while travelling to the
enemy territories as camouflage. Equipments’ colour can be changed by using dyes. Enhancements can be done using rare materials and special
items. Player units’ armour colour and their names can be
changed.
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Realtime Physics Engine Random weather system. Weather affects strategic skills. (i.e. Fire attack under heavy
rain results failed execution of the skills). Skills changes the environments (i.e. Burned down trees). Re-grow/Repair system (for burned down trees and ruined
castle gates). Damage output depends on the distance and angle.
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Quests and Items Items can be obtained as findings in battleground or by doing
quests. Quests consists of deliveries, monster hunting, battleground
missions etc. NPCs are located all over the world. Some of the quests may
request player to go to the enemy territory (Depending on the owner of the region). However, the quests destination and NPC won’t change.
Black market allows players to obtain items from enemy players (i.e. Items that happens to be found in enemy territories only).
Players can buy/sell their items by using private shops, or through auction which lets players bid.
Items can be used to create/customize and enhance equipments.
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Anti-Cheat Gameplay System Ranking system prevents players from ”leeching exp”. Idle players in the ground will be automatically kicked from
the ground (teleport to the nearest village), thus a free slot is open for queuing players.
Skill experience points can only be gained by actual usage of the skill.
Offensive skills can only be activated when there are enemies within the range. This prevents ”bots” spamming skills in battleground yet able to stay in the ground due to its movements.
Items and gold can only be obtained through battles and quests.
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Mutineer OnlineDesigned by Jun Sze Chun Chan