Unit 68 Game Design
paragraph game summary
Eons is a sandbox multiplayer 3rd person shooter in which players can create there own charecters to be used in a wave by wave of enemies with varieying details.
Game Concept objectives
Objectives: the games main objectives are to survive continius waves of oppenents scoring as high as possible and using points to stablish defenses and replenish the players utilitys
the player can also explore and interact the enviroment both to benifit there current situations
as well as find clues and further the players backstory.
Waves: each wave consists of a number of enemys who must be defeated in order to proigress to the next as the player proggresses the number of oppenents increases as does there difficulty,
there are numerious types of waves each providing a diffrent challange ethier by generating more of one specific type of oppenent more frequintly or a new typewith uniqe capabilaties.
rewards: for completion of waves and matches the players is rewarded experiance points dependantr on the difficulty and length will effect the amount rewarded this contributes to the leveling system and later rewarding them more conent to be used in the game.
the main objectives do not really change over the course of the design.
Game Concept Main Mechanics
experiance system and abilaties
the experiance system has changed slightly sinced its first conception however its foundation remains the same proggresive actions like killing oppenents or reviving friendly players
earns points and exp points are accumulated and spent in game on aids like health and ammo but
exp accumalates over time contributing to the level system once a player has proggressed in a level(s) they shall unlock weapons , armours ,abilaties and even new parts of the enviroments, in the later stages of concept a leveling system for the enemys was concived so that as the player proggrsed so the enemys gained new abilaties too aswell as hightining individual statistics making them more of a challange..
the abilaty system remians virtually the same threw out the stages of design four can be selected do be used by each class and what ones can be used vary on what classes the player chosses as well as what abilaties them selfs they pick before the game, ingame they are selected via a radical menue and when used have a small recharge after a period of time dependant on there potenentcey.
Game Mechanics Main Game Mechanics
placeable defensives mechanics
the defensive mechanics under goes a few changes as the concept proggresses , these began as an abilaty that the engineer class could only place however this was changed so that all could place them but only in between waves, the defensives would also contain some small vehicals for use by all players however these were erased from the games concept completlty.
by the later stages of the concept points can be spent by any player on construction or repair odf defenses at specific points , four diffrent types all placed to aid the players in one way or another
but becoming a burdon becuase of the costs to upkeep these defenses .
Game Concept Classes
this is an earlier draft of the classes mechanics for my game concept , there are 4 classes each with there own uniqe atributes and abilaties each suited for both combat and non combat roles in there own way.
classes
top left : Runner class, the fastest and lightest class which can place various traps and distract enemies however at this stage the runner would only be allowed to use light weapons this would be changed in the later design
top right: Engineer class, midwieght class capable of placing and maintaning defenses and interact with the enviroment (the defense placment would be later changed so that all classes can place them however the engineer would be able to repair them during waves cost free)
bottom left:Mentat class, mid wieght class able to use various combat and non combat abilaties to effect the course of battle , the design for this class dosent change threw out the concept.




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