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Plan for Anthony Fullmer

Plan for Anthony Fullmer
Name:Anthony Fullmer 
Date Posted:Aug 20, 2005
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This is a VERY rough outline of a level that I am doing for Torque 101, the class headed by Matt Langley. Please feel free to give me critiques on it, I would appreciate any feedback.
Stronghold Summary

The Stronghold is an outdoor game level where the player attempts to breach a city's outer stronghold in order to gain access to the center of the city. The game style is Conquest; the player will need to conquer all of the Stronghold's defensive positions in order to complete the level.

Camera

The camera can be changed at the player's discretion, though it will default as 3rd person.


Rough Level Layout (no defensive positions laid out)

Gameplay

Weapons

More environmentally conscious warmongers have developed a weapon that runs entirely on solar power. Therefore, the player does not have any ammunition for their weapon. Unfortunately, in order to keep a steady supply of ammo, they must be in the sun to recharge their firearm. The player will start with a single gun, a standard rifle. This weapon fires bursts of contained electricity. These bursts not only momentarily incapacitate those they hit, but have oftentimes burned holes completely through them. The player's rifle is fully automatic, firing at a rate of 500 rounds per minute. While in direct sunlight, the player's weapon recharges at a rate of 3 shots per second, with a maximum battery life of 250 shots for the rifle. Also, the player's weapon does not recharge while it is being fired.


Defensive Positions

The level design and enemy dispersal will force the player to use tactics to progress, eliminating as much of the Rambo, suicide shooter as possible. Throughout the level, the player will come upon fortified enemy position that they will have to overcome to continue their progress in the level. These positions will be identified by small beacons glowing nearby. The player can identify who owns a defensive position by the color of the beacon: red for the enemy, blue for the player. When taking a defensive position, the player must re-align the beacon by walking up to it and holding the 'E' key for five seconds. When the player does this, the beacon will change to the player's color, halting all enemy spawning at that point. If the player is killed during the course of gameplay, they will spawn again at the last defensive position they took.

Win Conditions

The player wins the level after they have taken all defensive positions and gained entrance to the main city.

Additional (strictly maybe) Features

Object Overcharge

Tag certain objects in the game with a bool canOvercharge tag. When this tag is set to true, the engine will count all of the ammunition collisions within a 3 second window. If those collisions are greater than 9, the object will discharge an electrical explosion, damaging all within (an undetermined) radius of the explosion, a makeshift electrical grenade.

Intelligent Terrain Design

Certain structures in-game being tactically destructible. Example: A group of enemies firing at you from underneath an overhang. Shoot the overhang, cause a rockslide killing the enemies, move on.

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List:05/04/06 - Torque Doc Feedback
08/20/05 - Plan for Anthony Fullmer

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Mike Kuklinski   (Aug 20, 2005 at 23:00 GMT)
I might suggest a new name for it :)

Simon Love   (Aug 20, 2005 at 23:28 GMT)
Nice concept!
As mentionned above, the name is...a tad generic...Ideally (not always the case) the name should help people visualize what the game is about...Solar sumthing I dunno.

I realllly dig the fact that you must be in the sunlight to fire...it means you have to get out into the open to fight...awesome...And making certain targets explode with an overcharge...that's really cool too.

Focus on that basic gameplay instead of adding in tons of details like the rockslides. Make sure it's fun and tight first! Good luck!

Anthony Fullmer   (Aug 22, 2005 at 17:50 GMT)
Thanks for the feedback! Yea, the name is generic, it was just the first thing I thought of when I was coming up with the idea. I was trying to stay away from feature creep, which is why the overload and terrain were strictly maybe features. I wanted to have the ideas laid out so I could do them if I found the time, but they were not going to be worked into the game until I had the main core mechanics working. I appreciate the honesty! Thanks again!

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