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GameDesignDocumentVersion2

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

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