Final Project Brief

 

FDA 304 Game Design Pitch

Designer: Mathew Hawkins

Overview

Summary

I will be creating an asymmetrical first-person shooter multiplayer map that will have a team of 4 against another team of 4.The game takes place in a laboratory that has had a recent outbreak of creatures that have been experimented on from within the lab. In the game, there is Team 1 and Team 2. Team 1 is made up of human solders that have been sent into the lab in order to destroy the outbreak of the escaped creatures. Team 2 plays as these creatures and must defend against Team 1 by killing them till Team 1 is out of lives.

Genre

Low Sci-fi, Horror, Realism

Scope

One map, Indoor laboratory with outside spawn area and alien/monster caves & hive.

Timeline

Preproduction

·        Week 2 – Week 4 (30th January – 19th February)

·        Milestone video recorded on 20th or 21st Feb.

Production

·        Week 5 – Week 9 (20th February – 26th March)

·        Milestone Video recorded on 27th or 28th March.

Postproduction

·        Week 10 – Week 11 (27th March – 9th April)

·        Milestone Video recorded on 10th or 11th of April.

Final Submission

·        Week 12 (16th April)

·        Project Completed 

Level Design

Gameplay

4 player Vs 4 Player asymmetrical First-person multiplayer shooter

Team 1: Humans – Objective is to plant timed explosives onto objective and protect the explosive for a limited time.

Team 2: Creatures – Objective is to protect objectives from explosives, deactivate planted explosives and deplete Team 1’s respawn tokens.

Mechanics

Team 1: Carries firearms, stronger in medium to long range, takes less damage than team 2, weaker in close range, are less agile than team 2.

Team 2: Carries close combat weapons, stronger in close range, more agile than team 1, weaker in medium to long range, takes more damage than team 1. Has night vision.

Inside of the electrical room will be a lever that will turn on/off the lights in the whole building of the map. This will be implemented because, Team 2 has better visual capabilities in the dark, being able to see things better, however team 1 does not have these capabilities. When the lights are switched off, team 2 is at an advantage and team 1 will either must continue to fight with less effective visuals or fall back from the fight to turn the lights back on. When the power is out, the security room becomes locked, preventing access to the health and ammo pack.

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