It
is possible to control the four classic elements(earth, air, wind, fire).
The game
will feature first person combat using the above mentioned elements.
Manipulate
the very world.
The player should develop their own strategies to victory using tactics and
power combinations of there own devising.
Each game should feel somewhat different from games before it due to the unique
interaction of elemental powers.
We wish to avoid the “grab a sniper rifle and head to your favorite camping
spot” rut that so many games seem to get caught in.
Game is split into three modes, two of which are multiplayer games, and one which facilitates level creation.
Story Mode
The Story Mode game
is developed from the multi player game. Single player is composed of the multi
player game but rather than opposing human players the opposition will be composed
of bots. This will allow all game modes and maps to be played even if there
are not other human players available. This will also allow for a training and
practice mode to hone your skills in.
Combat Mode
Multi-player will feature
split screen combat between several human players.
Each player will have there own independent controller.
Several maps will be available for combat.
Low goal – Death
match combat
High goal – Other game types(to be determined but possibly including Capture
the flag, King of the Hill or other forms of Objective type game play.)
Editor Mode
By using textures extensively, we
will eventually be able to provide an editor mode by using .Net Forms to edit
bitmaps and text strings.
This will allow the player to create there own worlds.
Until such time as this is feasible we are collecting parameters into XML and Textures
XML is used to define Terrain,
Sky, Players, Props, and Physics.
Textures are used as a heightmap for the terrain.
Textures are used to supply location starting points for props
All asthetic textures are also specified in the XML
Gameplay
Both individual game play and the matches should feel fast.
We do wish to retain the strategic elements but we do not want anyone to be sitting around with nothing to do so we want to encourage movement and engagement rather than turtling into impenetrable defenses.
Lighting Models
Overview
The light model will be composed of a multi light system were each light
can be activated or deactivated by the program.
Each
light will be of the point light type with the possibility of later adding spot
lights.
Each light will be independently positionable in world space.
Each light will have an ambient color, specular color, diffuse color.
These will be combined with the colors of the materials to be illuminated to
generate the final colors.
The
lighting will be defined on a per pixel basis.
This will provide us
with a highly detailed lighting model for our game.
Start in a white (padded/tiled)
room with the septasoul moving back and forth from a computer like a lab doctor.
You find yourself strapped down to a medical bed with the nurse (character amanda
is working on).
You pick up enough sound bites to know that you've been in an accident and there
might be brain damage...
You fade out to black and get a screen introducting the first level.
Fade back into the Earth world in a church/barn/monestary/something with your
teammates.
It's the team against the bugs :-)
The septasoul may show up to help
out the team if they get too overrun.
The algorithm is that we increase the number of bugs steadily through the match.
Confuse the player a bit.... The
team inevidably dies. We guarentee it with sear numbers.
They fade to white at the end of each level...
At the end of all the boards the
doctor has a break through and revives you, welcoming you to...
Well we might not say it, but the world of the oversouls...
Hours of Gameplay
Story Mode
Based on play testing and difficulty.
Multi-player
Theoretically unlimited since there is no limiting plot to
progress along.
Victory Conditions
Story Mode
You cannot win
The team inevidably dies.
We guarentee it with shear number of AI.