This game aims to deliver an action oriented space shooter with light elements of a real time strategy game. The player will be taking direct control of their flagship for the majority of the game but also have a supporting army which they can guide but not directly take control of. Players will have the fast paced action of a space shooter where their skill in controlling the ship directly affects the battle, while they must also think of overall battlefield tactics to win the war.
Core Mechanics
The player takes direct control of the Flagship, using left click to move and right click to fire. They must then deposit currency they have accumulated on the battlefield back at home base and spend it on upgrades to either their ship or base. When the player constructs a Barracks, automated armies will spawn periodically. The player will only be able to influence the direction of the armies but not their individual actions. The game becomes a balance between the players skills as a pilot and their tactics to win.
Support Mechanics
Towers will be upgradable and when they reach a certain level, divergent paths will be available. The player may also upgrade their ship to cater to their play style. There is also a contested zone in the middle with a 3rd base available for upgrading and construction which must be conquered. Ownership of the planet can fluctuate depending on the tide of battle.
Prototype Development
We are using the Unity game engine to develop the prototype. Different from the A.I. enemies in the 2nd prototype, both of A.I. allies and enemies will pick one of their designated paths. First, they will start off from their base and moving towards their enemies' base. While other programmers are working on the player's spaceship control, enemy tower's auto-targeting and missile firing, I am developing the system for the A.I allies and enemies to follow certain designated paths based on the distance, availability and existence of enemies. Ideally this is going to be an A.I. system with search on waypoints and behaviour tree.
For our A.I. allies and enemies, they will act in a certain behaviour :-
Due to the scope of the game under such tight time constraint, I have just implemented simple waypoints for the A.I. allies and enemies to decide on a certain path and travelled towards their opponents' base. Since other programmers have completed their enemy tower auto-targeting. The final play testing looks quite good and promising. Although we didn't pick this one for our final group project, we all agreed this is one of the best prototype we have accomplished so far. Personally, I think this has heaps of potential especially if it is developed into a multiplayer mobile game, providing we can further develop this game with better arts, gameplay and level design.
Thanks guys for the marvellous work!!!
Click Here To Play
Core Mechanics
The player takes direct control of the Flagship, using left click to move and right click to fire. They must then deposit currency they have accumulated on the battlefield back at home base and spend it on upgrades to either their ship or base. When the player constructs a Barracks, automated armies will spawn periodically. The player will only be able to influence the direction of the armies but not their individual actions. The game becomes a balance between the players skills as a pilot and their tactics to win.
Support Mechanics
Towers will be upgradable and when they reach a certain level, divergent paths will be available. The player may also upgrade their ship to cater to their play style. There is also a contested zone in the middle with a 3rd base available for upgrading and construction which must be conquered. Ownership of the planet can fluctuate depending on the tide of battle.
Prototype Development
We are using the Unity game engine to develop the prototype. Different from the A.I. enemies in the 2nd prototype, both of A.I. allies and enemies will pick one of their designated paths. First, they will start off from their base and moving towards their enemies' base. While other programmers are working on the player's spaceship control, enemy tower's auto-targeting and missile firing, I am developing the system for the A.I allies and enemies to follow certain designated paths based on the distance, availability and existence of enemies. Ideally this is going to be an A.I. system with search on waypoints and behaviour tree.
For our A.I. allies and enemies, they will act in a certain behaviour :-
- Select a path that has NO team spaceship launched in 2 cycles
- If opponents' spaceship found, spaceship move onto Battle with opponent
- Battle with opponents' spaceship
- If opponents' destroyed, spaceship return to usual designed path
- if spaceship has insufficient health, flee from the Battle
Due to the scope of the game under such tight time constraint, I have just implemented simple waypoints for the A.I. allies and enemies to decide on a certain path and travelled towards their opponents' base. Since other programmers have completed their enemy tower auto-targeting. The final play testing looks quite good and promising. Although we didn't pick this one for our final group project, we all agreed this is one of the best prototype we have accomplished so far. Personally, I think this has heaps of potential especially if it is developed into a multiplayer mobile game, providing we can further develop this game with better arts, gameplay and level design.
Thanks guys for the marvellous work!!!
Click Here To Play