Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
AustinHeck
ProfessorPryceJones
Spring2015
TableofContents
Overview
Controls
CharacterDesign
DesignOverview
CharacterStats
Classes
Leveling
PlayerUI
GameMode
Overview
Flowchart
MenuSystem
Flowchart
LevelDesign
Analysis
Map
Turrets
Analysis
Overview
Flowchart
Overview
GENRE
FPS,MOBA
TARGET
Hardcoregamers1328
PLATFORM
PC,Maccomputers
Release
Spring2016/Whenitsdone
Players
10(twoteamsof5)
Overview
BOTA(BattleofTheAges)(WorkingTitle)isateambasedFirstPersonShooterwithastrong
emphasisonrolebasedgameplayandcharacterbuilding.Playersselectacharacterand
levelupthroughroundsofgameplay.
SellingPoints
Competitive,rewardinggameplay
Playonlinein5v5,roundbasedgames
Levelyourcharacter,unlockabilities,andupgradeyourcharacterastherounds
progress
Buynewskillsandbonusestoexpearnedingames
Market
BOTAtargetsplayersbetweenages1328thatplaycurrentFTPMOBAsand
competitivestyleFPSgames.
GameplayPillars
Tightcontrolsthatrewardteamandskillbasedgameplay
Short,intenseroundsofgameplay
Meaningfulpowerprogressionthroughoutthegame
Levelingupcharactersthroughoutthegame
Itemsboughtbetweenroundssignificantlyalteracharactersstats
Widevarietyincharacterswithindefinedroles
Controls
MouseandKeyboard
Theprimarycontrolsetupismouseandkeyboard.
Forward
Right
Back
Left
SPACEBAR
LEFTMOUSEBUTTON
DOWNRIGHTMOUSEBUTTON
UPRIGHTMOUSEBUTTON
Jump
FireBaseAttack
ChargeSpecialAbility
FireSpecialAbility
SCROLLWHEELUP
SelectSpecialAbility1
SCROLLWHEELDOWN
SelectSpecialAbility2
MOUSEMOVEMENT
Rotatecamera
Aim/RotateMovemousetorotatethecharacterleftandright.Upanddownchangesthe
cameraandaimrotation.
CharacterDesignOverview
CharactersmakeupthemostinterestingpartofaMOBA.Sincethemapscontainlittle
variation,thelargevarietyofcharacterswithdifferentstatsandabilitiesareamaindrawfor
repeatedplay.Eachcharacterthatcomesoutshouldfitthequalitiesthatwelookforin
makingagreatgame:
1. DistinctiveCharacters(EpicCharacters)Strongsilhouettes,amemorable
backstory,scalabledesign,andsatisfyingaesthetic(visual,auditory,andanimation)
allcombinetomakeacharacterfeeluniquefromtheothers.
2. ScalableDesign(Easytolearn,hardtomaster)Therewillbetimesthatsome
charactersarehardertolearnthanothers,butoverallanyplayershouldbeableto
pickupanewcharacterandunderstandthebasicsofeachabilityandplaystyle.More
experiencedplayersshouldbeabletoknowthebeststrategyandtacticsforteamplay
andbuildsforthecharacter.
3. AplaceforeveryoneCharactersbalanceandplayoffofoneanother.Buildinga
strongteamrequiresbalancingoutonecharactersweaknesswithanothersstrength,
andmakingcharactersthatexploitanothersweaknessrequirestheplayerstowork
together.Weshouldnevermakeclonesofcharacterstherewouldneverbea
reasontoplaythem!
CharacterStats
Eachplayerhasaseriesofstatisticsthatplayerscanseewhenselectingtheircharacter.
Thesestatsaremodifiedbyitemsboughtingamebetweensgamerounds.Abilitieseach
characterhasarebasedoffofthesestatsaswell.
HealthPoints(HP)
HealthpointsaredisplayedintheHUDwithabar,andinthemiddleofthebaristhe
fraction(currenthealth/maxhealth)
Aplayerdieswhenhishealthreaches0,untilthestartofthenextround.
Healthdoesnotregenerate.
Healthincreasesatafixedratewitheachlevelgainedingame.
Uponlevelingup,theplayerscurrenthealthremainsthesame.
AttackPower(AP)
AttackPowerisdisplayedintheHUD,inacolumnwithArmor,PlanarPower,Move
Speed,andPlanarResistance.ThiscolumnsizeandwidtharesmallerontheHUD
thanHP.(
PutthisinasectiononUI
)
AttackPowercanbemodifiedbyitemsboughtingame.
APincreasesatafixedratewitheachlevelgainedingame.
Whentheplayerattacksanotherplayer,thedamageinflictedontheopponentsis
calculatedassuch:
(damageinflicted)=(PlayersAP)(OpponentsArmor)
Higherattackpowerisbalancedbyeither
Longerreloadtimes
shorterrange
Armor
Armorcanbemodifiedbyitemsboughtingame.
Armorincreasesatafixedratewitheachlevelgainedingame.
ArmorissubtractedfromanyincomingAPbaseddamage.Armorshouldneverbe
greaterthantheweakestincomingAPdamage.EventheweakestAPcharacter
shouldstilldodamagetothecharacterwiththehighestpossiblearmor.
PlanarPower(PP)
Planarpowercalculatesdamageordealingbasedonthecharactersabilities.
PPcanbemodifiedbyitemsboughtingame.
PPcanbecalculatedasdoingdamageby:
(damageinflicted)=(PlayersPP)((OpponentsPlanarResistancexPlayersPP)PlayersPP)
PPcanalsobeusedtocalculateanabilitieshealingpowerby:
(amounthealed)=(PlayersPP)+((abilitiesmodifier*Player2sPP)+PlayersPP)
PlanarResistance(PR)
PlanarResistanceisapercentagethatyouresistdamagefromanenemy,orhow
muchmoreeffectiveahealingabilitywillbe.
PRcanbemodifiedbyitemsboughtingame.
Itemsadda%tothePR.Forexample,arobethatincreasesaplayersPRby4%.
Forexample,aplayerthatwithhighPRishealedbyafriendlyplayer.TheplayerishealedX
bytheplayerwithanadditionalamountaddedbasedontheformula:
(totalamounthealed)=(baseabilityheal)+(PR(baseabilityheal))
MoveSpeed(MS)
MoveSpeedaffectshowfasttheplayermovesthroughtheworld.
MoveSpeedismomentum,soitalsoaffectsthedistanceinanydirectionaplayercan
jump.
MoveSpeeddoesnotchangewithplayerlevels,andcanonlybemodifiedby
purchasingitems.
Movespeediscalculatedassuch:
MoveSpeed=((BaseMS)*MSmodifier)+BaseMS
Itemsincreasemovespeedmyapercentage.Stackingitemsaddstothepercentand
arecalculatedallatonce.Forexample:
2itemsthatincreasemovespeed:1increasesMS20%andthe2ndincreasesMSby10%
MoveSpeed=((BaseMS)*(20+10))+BaseMS
JumpHeight
Jumpheightisthezforcethatpropelstheplayerupward.
Jumpheightcannotbemodifiedbylevelingoranyingameitems.
Itisanessentialpartofwhatdistinguishesplaystylesandstrategiesbetweendifferent
classes.
Differentcharactershavedifferentjumpheightsbasedontheirplaystyle.Whileeach
characterisdifferent,generallySniper,Ambusher,andsomeWarriorclasscharacters
willbeabletojumphigherthanTankandCarryclasses.
Characterswithdifferentjumpheightswillbeabletotraversethehigherareasofthe
mapinordertomovefasterbetweendifferentlanes.
CharacterClasses
Warrior
Mostwellroundedclass
Middlerangedamage,range,andspeed
Sniper
Hasthelongestrange,butalsotheslowestAttackSpeedofalltheclasses
Designedtositoutsidethecombatandattackfrombehind
LowHealthandamoderateMoveSpeedmakespositioningandawarenessofenemy
positionnecessary
Ambusher
FastestMoveSpeedandHighestJumpHeightgivetheAmbusherthebestmobility
SomeofthelowestAttackPowerbuthighestreloadspeedmaketheAmbusherrely
onsurpriseandguerillatactics
Assistsotherteammatesorinitiatesforteamattacks
Tank
HighestHealthandArmorofanyclass
BalancedbylowRange,WalkSpeed,andJumpHeight
Meanttoinitiateturretsandsoakdamage
ModerateAttackPowercaneasilytakeonSnipersorAmbusherswithpoorpositioning
Carry
Mostvariedoftheclasses
HascombinationsofWarrior,Sniper,andAmbusherclassesinlowerstatnumbers.
GivessupportinBuffsandhealingthroughabilities
Reliesmostonitembuildstosuitthecharacterandplayersplaystyle
Leveling
Allabilitiesscalebasedontheexponentialgrowthforumla:
y=a(1+r)^x
where
y=currentabilityfloat,
a=initialstatfloatthecharacterbeginswith,
x=Playerlevel1,and
r=growthrate(currentlyitis0.085)
JumpHeightandMoveSpeeddonotscalewithlevel
PlayersstartatLevel1,butarraynumbersbeginat0,hencetheneedforPlayer
Level1
Playersonlylevelbetweenrounds:evenifaplayergainsenoughExperiencetogaina
level,itonlygoesintoeffectbetweenrounds
Statsdonotchangeduringaroundexceptinthechaseofstatusbuffsordebuffsfrom
playerabilitiesoritems.
PlayerUI
TheUIshouldshowthefollowinginformation:
ThePlayerscurrenthealthinrelationtomaxhealth(aHealthBar)
WeaponCrosshair:Thiswillchangecolordependingonwhetherthelocationtheyare
currentlyaimingatiswithinthecharactersrange.
Howmanyroundseachteamhaswonsofar
Theabilitiesthecharacterhas
Thecurrentlyselectedability
Anycooldowntimesontheabilities
Anybuffsordebuffscurrentlyontheplayer
Thereisnominimap.Thisistoencouragecommunicationandteamworkbetweenplayers.
GameMode
Overview
CombiningelementsofMOBAsandcompetitiveFPSgames,thefocusneedstobeonthe
playerexperienceandbalance.Roundsshouldlastnomorethan510minutes,soabestof
3matchwouldlastbetween1530minutes.Experienceisgainedaconstantrateforall
players,andactionssuchasplayerkills,playerassists,destroyingturrets,anddestroyingthe
opposingteamsnexusrewardplayerswithadditionalexperiencetogivethemanedgeover
theotherteam.
Flowchart
Functions
WaitingtoStart
Checksfornumberofplayers
Checksforeventeams
StartGame
Movesplayerstotheirstartpositions
Setstheirrespawnpointsforeachplayertotheirstartposition
GameSetup
Givealltheplayersweapons
InstantiateTurretsandNexuses
StartRound
Givesplayerstheabilitytomove
UpdateRound
Updatesexperienceforallplayers
Updatestimer
RoundReset
Movesplayerstostartpositions
GivesthemWinorLoseUIdependingontheirteam
Resetsplayershealthtomax
DisplaysLevelUpmenu
WaitsforPlayerstobeready
MenuSystem
PlayandAboutdisplayonthelefthandsideofthemenuwithinadesignatedcanvas
Findgamedisplaysalistofbuttonsinascrollablefieldthatshowsthenameofthe
serverandcurrentpopulation.
LevelDesign
Analysis
LeagueofLegendsandCounterStrike:GlobalOffensive(LoLandCS:GO,respectively)each
haveapreferedmapforcompetitivegames.LoLsSummonersRifthasrecentlyundergonea
cosmeticchange,buthasstayedthesamesinceitsinception.Likewise,De_Dust2(Dust2)
hasonlyhadcosmeticchangessinceitscreation.Bothmapsaregenerallyconsideredevenly
balancedforbothteamsandallplaytypes.Dust2,beingamapforFirstperson,isnot
symmetricallikeSummonersRift,butcontainsthesamenumberandoverlapofzonesthat
supportlong,medium,andshortrangesofplaywhilealsoincorporatingverticality.
SummonersRiftistotallysymmetricalwhensplitfromthetoplefttothebottomrightofthe
map.BecauseofthetopdownnatureofLoL,thereislimitedverticality.Theriverislowerthan
therestofthemap,buttreesblocktheplayerfromwalkingandcliffsareusedsparingly.
Gameplayonthemapisheavilyseparatedwitheachroleandtheirrespectiveranges(short,
medium,long)havespecificplacesandlocationsinwhichit'sbesttoparticipateincombat.
Theexceptionisthattherearethreelocations,twobasesandthentheexactcenterofthe
map,thataretotalopenspacesfortheteamstoengageincombatwithoneanother.These
spacesarebigenoughtoaccommodatealloftheplayersandmovement.
LevelanalysisofDe_Dust2fromCS:GOandSummonersRiftinLoL(Leftandright,respectively).
Coloredzonesindicaterangeassociatedwithgameplayineachbox.
Red=Long,Yellow=medium,andGreen=short
5v5Map
ShortRange
MediumRange
LongRange
Turrets
Analysis
TurretsinMOBAsservetohelpprotectindividuallanesandslowtheprogressionofAI
minionsandenemyplayerswhentherearenofriendlyplayersinthatparticularlane.The
problemcomesinthatwhenthereareplayersneartheirturret,itcreateszonesthatyou
cannotenterandslowsdownthegamedrastically.Thebiggestcauseofthisisthatyouhave
towaitforminionsinordertodistracttheturret,andifyouattackanenemyplayerwithinthe
vicinityoftheturretitwillautomaticallychangetargetstoyou.Theactofhangingunderthe
turretbecomesaviablestrategyfor2v1battles,andoftenthe1personcanholdtheirown
dependingonskillsandtheparticularcharactersinthebattle.Allofthisiscompoundedbythe
11turretsthateachteamhas:3perlaneand2defendingtheNexus.Byeliminatingboththe
quantityofturretsandtheswitchingfunctiononattack,youcanbaseturretsonwhichenemy
playerinitiates,orenterstheturretsrangefirst.Thiscanhelpfosterteamworkandkeepsthe
MOBAqualitiesofpositioninginaFPSsetting.
Flowchart
Variables
TeamID(whichteamtheturretbelongsto)
Range(triggerspherediameter)
RotateSpeed
Damage
AttackSpeed(delay)
Health