Grow

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Grow is a PC game that combines hectic, third-person, class-based gameplay,capture the flag team tactics and adorably quirky, Pokemon-inspired creatures to create an undeniably exciting multiplayer experience. In the vein of popular multiplayer games like Team Fortress 2, players help guide their team to victory in a variety of ways and a with a variety of characters.

Players must quickly grow their tiny critters into powerful monsters, eating an abundance of food throughout the level. What food the creature eats will determine what species it becomes, changing its abilities and tactics and leading to constantly changing and unique gameplay.

The cute critters battle the creepy in an attempt to determine which species strain is worthy of survival. The player must work with their teammates to ensure the safety of their team’s eggs, all the while planning how to raid the enemy’s nest, stealing them for their own.

It’s not all hack-and-slash in this clash of mighty yet altogether endearing monstrosities, team tactics mean everything in the many tangled paths that make up the vibrant levels.Will you defend, becoming an enormous blob of a monster? Attack the enemy as a giant charging lizard? Scout, darting quickly through tunnels too small for others to enter? Or be the hero who steals the enemy’s last egg? Sprinting, swimming, stealing, skirmishing, strategizing, and cartoon monsters; it doesn’t get much better than this.

Addictive, intuitive and steadily replayable, Grow aims to be next LAN-ready, multiplayer funfest.


Overview

Plan, tasks and design overview for team members are detailed on the 'Management Plan' page.

Growing

The first species (the bird and hamster species will not be seen in the prototype)

At the beginning, players hatch from eggs in their team's base. They are tiny and weak, unable to hurt each other much at all. They must scuttle, slide or hop around in search of food. There are three types of food: candy, fruit and meat. Eating candy improves a player's speed level, causing them to move faster and jump higher. Eating fruit improves a player's skill level, allowing them to jump higher, swim, shoot and so on. Eating meat improves a player's toughness level, giving them stronger attack 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 more food around the level. The final level of growth occurs after 10 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

Game goals detailed on 'Eggs' page.

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. When a team runs out of eggs, they lose. However, if neither team loses all their eggs before the timer runs out, the team with the most eggs wins.


When a player respawns they hatch from an egg, therefore their team loses an egg. If enough players die on a team that team will run out of eggs and instantly lose.


Player's carrying eggs will drop them 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



Pick ups

Fruit pickups

Pickups detailed on 'Eating' page.


Grow features three types of pickups that the player can collect throughout play. These are: meat, fruit and candy. These three type of foods gradually fill up the stomach-meter as they are collected. Collecting a certain amount of one type causes a species to 'grow' into a new species. Simply running through a pickup causes the player character to pick it up and they play a short eating animation, coupled with generic eating sounds.

All of the pickups come in three different sizes, dictating how many points they will give the player character toward growing to their next stage. Small gives 5 points, medium gives 10 points and large gives 20. Large items are only found in secluded and often difficult to each areas around the level.








Teams

Team concepts

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-based 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.

Combat

Combat detailed on 'Combat' page.


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


The majority of the combat 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.


Health will, naturally, play an important role in combat. Players will attack each other until either one hits 0 health and dies, respawning almost instantly at their base. Health can be replenished by eating food.

HUD

HUD design concept

The HUD will be kept as simple as possible to match with the concept of instinct-driven animals. So far, it's only foreseen that the HUD will require a health bar, an energy bar (to display ability cool-down) and, most noticeably, a 'belly indicator', to show how much the player's creature has eaten and how close they are to growing to their next stage. The addition of an 'egg count' is likely, so players know how many eggs their team has left.


The belly indicator will be a cute symbol of a character with an empty stomach. As the player eats meat, fruit and candy, the belly of the symbol fills up with liquid. The liquid changes colour to match what type of food the player has eaten most of, thus indicating what class the creature will grow into. Red for eating meat, leading to power class; blue for eating candy, leading to skill class; green for eating fruit, leading to speed class. If, by chance, the player has eaten the same amount of two types of food, the colour will change to indicate that. For example, having eaten the same amount of meat and candy (with this amount being greater than the amount of fruit eaten) will result in a purple coloured stomach. When the player is at their final stage of growth, the symbol changes to no longer display the empty stomach, instead showing a happier, fatter character.

The health bar will be a simple, red-coloured bar. The energy bar will look almost identical to the health bar, only smaller and blue-ish in colour.






A screenshot showing one of the characters, Bubbles