Difference between revisions of "Grow"
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The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character. | The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character. | ||
| − | [[File: | + | [[File:Nom_small.jpg|600px|frame| An evolution example]] |
===Eggs=== | ===Eggs=== | ||
Revision as of 01:31, 27 June 2011
Grow is a fast-paced, online multiplayer video game for PC, roughly based around a 'capture the flag' game style. The game allows players to choose one of three starting characters, all based on baby animals. The game is held over three stages which revolve around the development of the player character.
It could be considered a mix of Team Fortress 2, Unreal Tournament and Pokemon.
Contents
Overview
Growing
At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other. They must scuttle, slide or hop around in search of food. There are three types of food: insects, fruit and rocks. Eating insects improves a player's speed level, causing them to move faster. Eating fruit improves a player's skill level, allowing them to jump higher, open doors and so on. Eating rocks improves a player's toughness level, giving them stronger defence and stamina.
The second stage begins once a player has eaten 5 of one type of food. They then 'grow' into a new species of creature, based on what type of food they most ate. At this stage, players can move around better, start attacking each other and steal each other's eggs (the goal of the game).
The player, however, can choose to seek out a further level of growth by acquiring power ups around the level, or by killing enemy players and receiving a percentage of their acquired growth (dropped on death). The final level of growth occurs after 100 growth points are obtained in one stat (as before: speed, skill and toughness). The final species is based on both the stat filled out, and the initial growth. This results in a tree of possible species (see below) with a total of 13 per initial player character, including that character.
Eggs
Stealing enemy eggs is the main goal of the game. Whenever an opposing team's player reaches the 'nest' in a team's base, they receive an egg. They then must rush back to their own nest in order to get points for their team. It is the focus of the team to both steal eggs and stop opposing players from stealing eggs.
Player's drop eggs if they are hit too much during their run. The amount a player character must be hit before dropping an egg differs based on the species of the character. For example, a 'runner' type character need only be hit once before dropping an egg. A 'tank' type player, however, must lose 80% of their health before dropping the egg. Player's can also choose to drop the egg at any time.
Some species lose their ability to attack when holding eggs, some slow down, and some are unaffected.
Classes
Classes detailed on 'Characters' page.
The plan for species is to have 'classes' that determine the purpose of certain paths of growth. For example, following a path of double speed leads to a runner class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a runner class is generally to scout or steal eggs quickly. Someone who grows with speed and power becomes a 'tank' class, whose purpose is to push the frontlines.
Design Notes
Important factors
The focus points when designing this game are:
Fun
Fun is what this game is based around. The best games, in my opinion, are the games that are simply fun to play. If this game is going to work, it needs to be fun for players, even to just move around. An example of this done well is Super Smash Bros., which is enjoyable to play over and over because of its intrinsically fun mechanics and varied player characters.
Prettiness
The game has gotta look good. I don't mean amazing, realistic water or exploding volcanoes. I think the best idea is a cute, exciting, colourful matte-palette. Once again, smash bros. does that well. Pokemon games are where I'm getting my character colour ideas from. The new Pokedex on the 3DS really shows you how good a simple, flat colour model can look. Lots of work will be done on perfecting art style, but I think a good start is less texture and more painting.
Balance
The drawing point of the game is its unique fighting style, differentiating it from games like Unreal or Team Fortress. It's not another clone, which is really good, but it means a lot of thought has to go into how the game will work so that it can never be one sided. Most of this comes down to play testing of course, and once the base mechanics are set up that would be the main job for the programmer and designer. Lots of early design work will be necessary too.

