Longshot Game Type Ideas
by Mychal McCabe · in Game Design and Creative Issues · 03/08/2002 (9:39 am) · 1 replies
We've begun working up game type ideas for our Title. This includes everything from the standard gameplay type featured in our story and single player mode, to some more esoteric stuff...
I can't help but think we've left out a few must have ball oriented games, and was looking for any ideas you all might have as well as thoughts on our list so far.
Here's the list:
Match Play
players: 7 per team, 14 total.
teams: 2
balls: 1
mode: single player, multiplayer, arcade (sp)
The default game mode will be much like existing team sports. the two teams will face off and variously attempt to score points or prevent the opposition from scoring points. The score after two periods of play will determine the victor. Each team will have one period with each goal, flopping at half time.
In multiplayer mode, half time will be configureable like planning time in other team based games. With anything from 30 seconds to 3:00 of planning time.
The only rules that we will need to script for, have to do with behavior around particular objects. In the event that someone is clamped or pinned, they cannot be hit without invoking a penalty. A player cannot surge through the goal's no fly-zone without invoking a penalty. In the event that a ball leaves the playing field, then the ball should be brought into play from the point of exit.Some visual indication of this point should be available to the player.
I do not know how I feel about ball type variation in this mode of game play. please comment if you have strong feelings.
Half Court
players: 7 per team, 14 total.
teams: 2
balls: 1 - ball type may vary per point
mode: multiplayer, arcade (sp)
Identical in every way to Match Play mode but played on one half of the court. In the multi player mode options should be available to set the game for either points or points within time. Configuration of game options should allow for the most pure version of the half court game, "Hoops Gym Death Match"*.
* as described here:
espn.go.com/magazine/telander_20010802.html
espn.go.com/magazine/vol4no19jordan.html
Articles on Michael Jordan's pre-decision work outs at Hoops Gym: Call your own (read: no) fouls, make it take it, play to ten, all shots count for one point
Besiegement
players: 7 per team, 14 total.
teams: 2
balls: 1 - ball type may vary per possession
mode: multiplayer, arcade (sp)
A variation of the half court game type in which teams take turns playing offense and defense exclusively for a given period of time, and then switching. By default I think the time limit on these periods should be fairly small, 5 minutes say.
Dodge Ball
players: 7 per team, 14 total.
teams: 2
balls: 1 or more - ball type may vary per point
mode: multiplayer, arcade (sp)
School yard classic, two teams separated by a given distance, engage in a last man standing sort of confrontation. variables could include the number of hits it takes for a player to get dropped, or even rugby mode where after each toss a face off for a new ball of a new type occurrs. Ball type may change without face off as well, with either the loser or the winner taking.
HORSE
players: 2 or more
teams: none, or more
balls: 1 - ball type may vary per play
mode: multiplayer, arcade (sp)
A variation on the playground classic. The player's take turns plotting way points and shot points, following the paths and making or missing the shots. I think this could be a lot of fun. Another game type which would require some visual indication projected on the field to indicate both location and orientation.
A team version would rotate through players as well as shots.
The player should be able to select a ball type as part of their shot, and a time limit should be placed on both planning and execution of the shot.
Domination
players: 2 or more
teams: none, or more
balls: 3 - ball type may vary
mode: multiplayer, arcade (sp)
A three ball version of keep away.
keep away
players: 2 or more
teams: none, or more
balls: 1 - ball type varied per posession
mode: multiplayer, arcade (sp)
Another classic. We allow for configuration of time, plutonium intensity, and duration of play. One team starts with the ball and the other team attempts to gain control of the ball. possession changes over the course of the game and the winner is the team with the greater cumulative possession time.
Magnificent Seven
players: 7 per team, 14 total.
teams: two
balls: 14 of one or more types
mode: multiplayer, arcade (sp)
Essentially the Myth II Game type 'Stampede' with some variations. Each team has one ball per player. The first team to score all seven of their balls gets one point. The game is played to 3 or 5 points. When a team drops a ball or loses a ball to an opponent it is returned to the middle of the playing field. The gameplay aim is to balance the offensive and defensive requirements necessary to deliver the 7 balls across the length of the field while preventing the other team from doing the same.
Pick-up Game
players: 3 or more per team up to 12, 6 to 24 total.
teams: two
balls: 1
mode: multiplayer, arcade (sp)
Any of the above game types without the usual limitations on player or ball type. Anything goes here, and all rules and damage may be turned off.
I can't help but think we've left out a few must have ball oriented games, and was looking for any ideas you all might have as well as thoughts on our list so far.
Here's the list:
Match Play
players: 7 per team, 14 total.
teams: 2
balls: 1
mode: single player, multiplayer, arcade (sp)
The default game mode will be much like existing team sports. the two teams will face off and variously attempt to score points or prevent the opposition from scoring points. The score after two periods of play will determine the victor. Each team will have one period with each goal, flopping at half time.
In multiplayer mode, half time will be configureable like planning time in other team based games. With anything from 30 seconds to 3:00 of planning time.
The only rules that we will need to script for, have to do with behavior around particular objects. In the event that someone is clamped or pinned, they cannot be hit without invoking a penalty. A player cannot surge through the goal's no fly-zone without invoking a penalty. In the event that a ball leaves the playing field, then the ball should be brought into play from the point of exit.Some visual indication of this point should be available to the player.
I do not know how I feel about ball type variation in this mode of game play. please comment if you have strong feelings.
Half Court
players: 7 per team, 14 total.
teams: 2
balls: 1 - ball type may vary per point
mode: multiplayer, arcade (sp)
Identical in every way to Match Play mode but played on one half of the court. In the multi player mode options should be available to set the game for either points or points within time. Configuration of game options should allow for the most pure version of the half court game, "Hoops Gym Death Match"*.
* as described here:
espn.go.com/magazine/telander_20010802.html
espn.go.com/magazine/vol4no19jordan.html
Articles on Michael Jordan's pre-decision work outs at Hoops Gym: Call your own (read: no) fouls, make it take it, play to ten, all shots count for one point
Besiegement
players: 7 per team, 14 total.
teams: 2
balls: 1 - ball type may vary per possession
mode: multiplayer, arcade (sp)
A variation of the half court game type in which teams take turns playing offense and defense exclusively for a given period of time, and then switching. By default I think the time limit on these periods should be fairly small, 5 minutes say.
Dodge Ball
players: 7 per team, 14 total.
teams: 2
balls: 1 or more - ball type may vary per point
mode: multiplayer, arcade (sp)
School yard classic, two teams separated by a given distance, engage in a last man standing sort of confrontation. variables could include the number of hits it takes for a player to get dropped, or even rugby mode where after each toss a face off for a new ball of a new type occurrs. Ball type may change without face off as well, with either the loser or the winner taking.
HORSE
players: 2 or more
teams: none, or more
balls: 1 - ball type may vary per play
mode: multiplayer, arcade (sp)
A variation on the playground classic. The player's take turns plotting way points and shot points, following the paths and making or missing the shots. I think this could be a lot of fun. Another game type which would require some visual indication projected on the field to indicate both location and orientation.
A team version would rotate through players as well as shots.
The player should be able to select a ball type as part of their shot, and a time limit should be placed on both planning and execution of the shot.
Domination
players: 2 or more
teams: none, or more
balls: 3 - ball type may vary
mode: multiplayer, arcade (sp)
A three ball version of keep away.
keep away
players: 2 or more
teams: none, or more
balls: 1 - ball type varied per posession
mode: multiplayer, arcade (sp)
Another classic. We allow for configuration of time, plutonium intensity, and duration of play. One team starts with the ball and the other team attempts to gain control of the ball. possession changes over the course of the game and the winner is the team with the greater cumulative possession time.
Magnificent Seven
players: 7 per team, 14 total.
teams: two
balls: 14 of one or more types
mode: multiplayer, arcade (sp)
Essentially the Myth II Game type 'Stampede' with some variations. Each team has one ball per player. The first team to score all seven of their balls gets one point. The game is played to 3 or 5 points. When a team drops a ball or loses a ball to an opponent it is returned to the middle of the playing field. The gameplay aim is to balance the offensive and defensive requirements necessary to deliver the 7 balls across the length of the field while preventing the other team from doing the same.
Pick-up Game
players: 3 or more per team up to 12, 6 to 24 total.
teams: two
balls: 1
mode: multiplayer, arcade (sp)
Any of the above game types without the usual limitations on player or ball type. Anything goes here, and all rules and damage may be turned off.
About the author
Torque Owner Mychal McCabe
::bump::