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****Game Design Notes****
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Player Experience:
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-
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Core Mechanic:
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-Base building
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Game Mechanics:
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-
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****Game Name****
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****Game Theme****
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****Game Features****
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Onion Design
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Identify your core feature and start there and work your way outward where features deacrease in importance.
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Write down the most important features of ArgonAssault
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1. Base Building: Set up infrastructure to defend against enemies and to grow your base.
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2. Enemies: You have to expand into hostile territory, enemies are a constant threat.
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3.
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4.
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5.
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6.
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7.
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Additional Features to consider:
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1. Factions
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2.
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3.
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4.
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5.
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Example
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ArgonAssault
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****Game Design Notes****
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Player Experience:
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-Chaos
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Core Mechanic:
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-Dodge and shoot
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Game Mechanics:
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-Get as far as possible without dying in order to get the highest score possible. Start from beginning when die.
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****Game Name****
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Argon Assault
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****Game Theme****
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You must save your planet, Argon, from destruction by an invading force.
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****Game Features****
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Onion Design
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Identify your core feature and start there and work your way outward where features deacrease in importance.
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Write down the most important features of ArgonAssault
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1. Camera Rail: Path through the level that the camera follows.
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2. Player Movement: Horizontal and Vertical movement.
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3. Shooting: Player shoot bullets which do damage to opponent.
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4. Health: Enemies have health that depletes when shot.
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5. Enemy Paths: Enemies should travel on paths and be hand placed by the designer.
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6. Score: Points are given for killing enemies.
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7. Game Loop: Upon dying. player restarts the level.
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Additional Features to consider:
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1. Multiple Levels: Finish a level and load the next.
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2. Player Shield: When damaged, the player's shield depletes.
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3. Pickups: Flying over a shield pickup will increase the player's shields.
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4. Momentary Invulnerability: After taking damage, the player cannot take damage again for X time.
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5. Weapon Upgrades: Flying over a pickup could increase weapon damage.
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By using this method you can answer some questions which often come up as you design you game
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here are some examples:
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What features should I include in my game?
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Where should i start development?
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What are my priorities?
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What if I run out of time?
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When should I stop?
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**Synopsis**
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Space ship gets damaged in combat and makes an emergiency crash landing in a astroid field
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The space ship is unrecoverable, but luckily the reactor is still squeezing out enough power to power life support and the very limited 3d printer. Your task is to bootstrap a new factory and construct a new ship. But be warned, the threat that shot you down assumed your ship is dead.
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_Any activity will begin to draw their attention.
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**Start of game**
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Crashed ship in middle of astroid field.
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Ship has enough power to drive a miner and its internal 3d printer.
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Use the ships maintinance drones to scavange parts of the ship and construct your first miner drone and task it to start collecting resources.
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**Progression**
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- Basic Bootstrap: Get a few mining drones and construct a bigger 3d printer outside your ship
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Ship computer was damaged so you only have access to limited blueprints.
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- Construct drone controll towers to increase the range of drones.
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- Construct bigger miners to ramp up yield, phasing out drones, which now can focus on construction/repair/maintainance.
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- Mining buildings consume lots of power so you need a new reactor.
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- Need more miners to fuel reactors.
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- When you have collected enough rare minerals you can construct new computer parts and use those to repair parts of the ship computer that stores blueprints. (Tech Research)
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- After a certain amount of activity the enemy starts sending scouts. warning the player it needs to build counter measures.
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- Wave based combat determined by activity. High energy output and drilling results in bigger and more frequent waves.
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BUILDINGS
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- Create building base class to have a common interface between all buildings
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- Define building colliders
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- Set up instantiating prefabs on cursor, with collision detection
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RESOURCES
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- Create harvestable_object_base
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- Perlin noise random distrobution of resource nodes
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- Discuss resource types
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ENERGY SYSTEM
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- Define Energy Generation and Energy Consumption
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- Energy Transmission
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