Grow

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Revision as of 02:33, 27 June 2011 by Jacob (talk | contribs) (Teams)
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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.


Overview

Growing

The first species

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 'speedster' 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 speedster class species, who moves incredibly fast and dodges attacks well but has terrible defences and die easily. The purpose of a speedster 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.


An evolution example


Teams

Our intention for the teams is something akin to Team Fortress 2. Each character will hopefully have some amount of personality and the teams themselves will differ from each other both in appearance and theme.

An idea for later in the development is to set up the two teams with alternate textures. An example would be to have team 1 members with original character textures, cute and bright, and have team 2 with alternate textures that are dark, creepy and zombified. This will allow players to easily distinguish friend from foe and give the action-based games a bit of intrinsic narrative value.

This way of giving personality to the game using strong character design is drawn from Team Fortress 2. Classes in the game all have distinctive personalities that their visual designs are based around. These strong designs give the game itself much more personality and add a unique comical and entertaining atmosphere to an otherwise overtly action-based game.

Team Fortress also sets ups unique 'bases', or spawn points, for each team. The red team always has a rustic, barn-like base design while the blue team usually spawns in industrial, steel-filled buildings. We hope to incorporate this idea in our level designs and we believe it will hold a lot of value, with our design goal to have players breaking into opposing teams bases and paying heavy attention to their surroundings.


NomTeamsSmall.jpg

Battle

Battle occurs through a few different layers, though altogether we hope to keep the system quite simple.


The majority of the battle is fast-paced melee combat, occuring when two enemy characters meet head-to-head. Attacking will generally be simple, clicking the mouse causes player characters to attack directly in front of them and hurt the enemy character. There will be a cooldown, so player's can't abuse the attack button, and some characters will have faster attacking rates than others. Damage will also vary greatly between character classes.


The second layer comes from the inclusion of 'abilities'. Abilities are completely unique to each character and can be activated to give a player an in-game advantage. Abilities include turning invisible or slamming the ground to immobilise nearby enemies. Each ability has a cool down time before it can be used again, indicated by an 'energy bar' on the HUD. Some abilities instantly use up all the energy in the bar, while others have a lasting effect, slowly depleting the energy bar before deactivating automatically. Players may also choose to deactivate a lasting ability by pressing the ability button, in order to not waste energy.


HUD

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.