Thursday, October 7, 2010

Brainstorming Ideas

So I forgo to update my blog for Tuesday October 5th. So this will post will cover what happened on that day.

So on Tuesday we got into our groups and started to brainstorm ideas for our Backlong of all the features that we could possible have. We also included all the things that we would need to actually make the game work. This includes: 3D models, art, programing, etc.

This is our complete list of ideas:

Game Modes

  • Versus - split screen/networking
  • Campaign - split screen co-op/races/challenges, possibly salvage lost player's ship and lost player could operate in an auxiliary mode (gunner)

Environments

  • Environments with gravity due to planets, black holes, stars
  • Nebula
  • Space stations
  • Trash/Junk sectors

Enemies

  • Fighters of different sizes and classes (bomber, interceptor, swarm, etc.)
  • Capital ships (larger "boss" ships)
  • Space stations
  • Fixed weapon placements
  • Medium cruisers
  • Freighters
  • Aliens

Targeting

  • Target different parts of ships (hull, engines, weapons, shields, etc.)
  • Switch targets
  • Lock on

Missions

  • Escort civilians
  • Disable instead of kill
  • Attack convoy
  • Start with missions that are critical to the story and add more as time permits

Ship Customization

  • Money
  • Locations to purchase upgrades (stations, home base)
  • Find loot/salvage

Gameplay

  • Dog fighting
  • Keep it "busy" - fast paced, lots of action
  • Arcade fell instead of exploration
  • Customization - find loot, buy parts
  • Objectives - Could affect future missions? Dynamic objectives?
  • Missions follow a story
  • Pick your missions
  • Soft abort/escape?
  • Squadron of teammates? - Possibly command them
  • Fast travel - select coordinates and jump to mission location
  • Switch between fight/defense/travel mode
  • Multiple ships
  • Lose ships if you die
  • Lose money if you die
  • Different classes of pods - offensive, defensive, tactical
  • Tutorial on ship functions, fighting, navigating, etc.
  • Different corporations have different tech/upgrades available - need to earn renown with each corp. to purchase

Features

This is a list of all the things Roger went through with us to help us figure out what we need to develop.
  • Menu screen
  • Tutorial mission - combat, flight controls, mission structure, etc.
  • Control scheme
  • User interface (first person/third person) HUD
  • Player's ships
  • Enemy's ships
  • Load out screen
  • Save/Load game system
  • Pause system
  • Pods functionality
  • Warp animation
  • Jump to active mission
  • Space box
  • Planets/space content
  • Radar system
  • Combat system
  • Space loot/recover pods
  • Mission screen
  • Buy/Sell system
  • Ship upgrade system
  • Hangar/Home base
  • Ship to ship communication
  • AI system (enemies and allies)
  • End game scenarios

So as you can see, this is a really long list. But that's the whole point of a Backlog, to writedown all possible ideas and then eventually trim it down to the "essentials" for the game to work and to give the player a good gaming experience.

That's all, thanks for reading.

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