Raccoon Rebellion
Transcription
Raccoon Rebellion
Raccoon Rebellion Game Mechanics Overview Raccoon Rebellion is a simple single player game that is targeted for the touch screen mobile market. The player commands his forces of raccoons to eliminate Animal Control and take over the city. Once the city is conquered the player wins the game. Game mechanics consist of selecting a base and ordering your forces to advance to new locations. Forces spawn at held locations at the same rate for the player and AI. Basic strategies will consist of quickly gaining more locations so your forcers grow faster compared to the AI. The mood of the game will be fun and light with an element of silliness to it. The idea is that Raccoons (Cartoon style) are tired of being pushed around by people and being removed by Animal Control. They have decided to take up arms against them and drive them out of the city, but first they must takeout all of the Animal Control Officers and their bases. Core Game Play • • • • • • • • • • • • • • • Simple Real Time Strategy Levels can be won (or lost) in a few minutes. The player commands his raccoon forces to eliminate all Animal Control Officers from each level. Controlling all locations (bases) on the level advances the player to the next level. Each progressive level increases slightly in difficulty. Each level is timed and the player receives a better score for faster times. Overall score is saved and posted on a High Score screen. Bases are Raccoon, Animal Control, or Neutral. Raccoon and Animal Control bases produce more troops over time. Neutral Bases do not produce more troops or attack. Player selects which base (or bases) to attack from and where to attack. Player can reinforce a base from other base locations. Commanding forces to move from a base always moves half of the forces located there. Smaller forces move to new locations faster than larger ones. Attacking forces eliminate an equal number of opposing forces. Player Goals Eliminate all Animal Control from each level. Control all bases on each level. Complete all levels and conquer the city and win the game. Complete each level with best time. Complete the game with the High Score. Game Flow The Player starts out with one (or multiple) base and must take over all bases to complete the level. Each base has a number that represents the forces at that location. Selecting the base and dragging forces to an enemy base commands the troops to start their march. When an attack command is given, half of the forces will set out to attack the enemy base. Multiply bases can be selected to launch an attack (or to reinforce a base) on a single enemy base by selecting the first base, dragging to the second (third, fourth, etc.) and then to an enemy base. Larger forces will move slower compare to smaller ones. So it will be up to the player to use strategy and timing when commanding his forces to attack. When the attacking force reach their target, 1 Raccoon will eliminate 1 Animal control Officer. If there are more Raccoons attacking than Animal Control defending, the player conquers that base location. Bases under a player’s control generate 1 Raccoon (or 1 Animal Control for enemy bases) every 2 seconds. The Player controls a base that contains 10 Raccoons and launches an attack against a base of 2 Animal Control. Half of the Raccoons begin their march to the enemy base. The march takes 4 seconds; and over that time, 2 more Animal Control Officers have been generated at that location. 4 Raccoons and 4 Animal Control are eliminated and the player gains control of the location with a strength of 1 Raccoon. The newly controlled base now generates ‘Coons for the Player. The AI now launches a counter attack against the Player’s new base from a base of 20. 10 Animal Control units begin moving and will take 8 seconds to arrive. If the player chooses to do nothing, by the time they arrive it will be 10vs.5 and the Player will lose the base. But the player can try to reinforce this base before the Animal Control units reach their target. He would have to send at least 6 ‘Coons within 8 seconds to keep control. If an equal number of ‘Coons attack an equal number Animal Control, the base will become neutral with a defensive strength of 0. Neutral Bases can be present on the map at the beginning of the level. These bases will have a set defensive strength and will not generate new units. Neutral bases must be conquered to complete level and it will be up to the player to decide when to take them over. Game Score Each level is timed and a player will get a better score for quicker times. The high score system will give replay ability to the game. Each level’s ending score will be determined by three factors: game difficulty, bases not in a player’s possession at the beginning of level, and time. Points given at end of each level by game difficulty: • • • • Easy – 25 pts Normal – 50 pts Hard – 75 pts Insane – 100 pts Points given by bases: • 5 pts per base on the level that did not start in the player’s possession. Time bonus given at the end of each level: • • Count down timer – 60 seconds per base not in the player’s possession at the beginning of the level. 1 point for every second left on the timer at the end of level The top 10 game high scores will be saved on the high score menu. This menu will also record the best score and best time per level. Units The speed at which the units move will depend on the amount of units in the group (Force strength). Units can only move in a straight line from one base to another. Game Physics Movement – Raccoon and Animal Control units move and behave identically. 1 unit moving alone is the fastest unit. Small groups of units move slightly slow while large groups of move considerable slower. Units move in a straight line from location to destination. Groups of units will be grouped together when a slower group is overtaken by a faster group moving along the same path. Combat – All units will eliminate 1 other unit when they arrive at their new location. If there are more attacking units than defending, the base will switch sides. Locations that have an equally number of attacking and defending will switch to a neutral base with a defensive strength of 0. Artificial Intelligence (AI) Three levels of AI • • • • Easy Normal Hard Insane (unlocked after game has been beaten on hard) Easy – This AI is easily beaten by novice players. It will be slow to attack and will usually move units to closer locations even if those locations are better defended. This AI will also neglect to reinforce bases. Normal – This AI will be difficult to beat by novice players, but can be defeated using skill and strategy. It will attack locations that will give it the most bases as quickly as possible, but will still fail to reinforce its own bases. Hard – This AI is difficult to defeat even by veteran players. The AI will try and reinforce bases to try and prevent losing them. It will attack locations that will give it the most bases as quick as possible and will always try to keep the player reacting to its aggressive moves. Insane – This AI has will seem to have unfair advantages that will make very it difficult (but not impossible) for even the most skilled players. The Player will need to have a quick reaction time and make adjustments rapidly to beat this AI. User Interface Menus The main menu will contain a list of options for the player in the form of buttons. The Player interacts with the menu through touch screen and simply selects the desired options. Pushing a button with his finger will show a mouse over of the button to be selected; the button will be selected on the finger release. This Flow chart shows each button’s function and relationship to each other. All screens, menus, and game play will contain a main menu or back button. This way the player can return to the Main Menu at any time. Game Play Interface The Player’s interaction with the game will consist of selecting one of his base locations by touching it with his finger and dragging it over to an enemy base. Releasing his finger from the screen will command forces to march from his base to the selected enemy base. An arrow or line will be displayed to show the player where his while the player is dragging his finger to help him see which base he selected and the line of attack that his forces will move along. Mouse-overs Mouse for the bases will help the player er know what base he is selecting. To reinforce another base, the play will select on his base as if he were attacking. Instead of dragging his finger to an enemy base, he drags it to a friendly base and releases his finger from the screen. This will command forces to march from the first base to the second. The player can command forces to march from multiple bases to a single target. This method can be used to attack from several bases or reinforce from them. The player begins as if he was going to reinforce a single base by dragging from the first to the second. Instead of releasing his finger at the first base, he’ll drag over it and then on to the enemy base. The Player can select all of his bases to attack one enemy base by dragging over each ea of them before select the enemy base. This same technique can be used to reinforce a single base from a large amount of other bases. GUI This is a GUI mockup of what the game may look like during play or at the beginning of a level. The interface should show how many bases each side has in its possession and also have a button to bring up the main menu any time during the game. Art Overall Goal The art should reflect a light mood. Even thought the game is centered on strategically moving forces from on base to the next, the art should not be combat in nature. A campy and funny mood should exist and contain a cartoon element and not be realistic. Levels will be based around fun locations that may contain Raccoons in real life. City parks, back alleys, and forest areas. The Raccoons are the Heroes of the game and should be lovable in nature. The Animal Control Officers are the Villains and should have a slight sinister evil in their countenance. This should not be to extreme, but be more amusing and seen as a bully or oaf. 2D Art and Animation • • • • • • • • • Backgrounds (levels and main menu) Raccoon Units (walking animation) Animal Control Officer Unit (walking animation) Bases (Trashcans, dumpsters, trees, trucks, cars, playground, etc.) Base mouse over Menu Buttons Base Possession Indicator Loading Screen Raccoon Icons • • Animal Control Icon Explosion (when attacking units reach and enemy base). Sound and Music Overall Goal The music and sound effects should keep with the overall theme of being fun and easy going. Sound effects should be simple and music should be light or comical. Sound FX • • • • • • • Button Select Base Captured (beep) Base Lost (beep) Level Won (chime) Level Lost (chime) Friendly Forces Level Base (beep) Enemy Forces Level Base (beep) Music • • • Menu Music Level Music Victory Music Level Requirements Level Diagram • • • • • • Level 0 – Tutorial (This is brought up at the beginning of a new game but can be skipped at any time by the player). Level 1-5 – Easy to beat levels where the player starts will a significant advantage. Level 6-10 – The Player retains a slight advantage over the AI. Level 11-20 – Player and AI are evenly matched at the beginning of the level. Level 21-30 – The AI gain a slight advantage at the beginning of the level. Level 31-40 – The AI starts the level with a large advantage and will be difficult to win.