The Last Stand Game Design Document
The Last Stand Game Design Document Overview
Goal
Our teams main goals we try to achieve and aim for.
- Ensure that players will need to work together in order to accomplish their goals and achieve victory. Team based gameplay will be key to The Last Stand. This will be achieved through crafting interesting and balanced mech types to create a team composition meta as well as crafting interesting and unique game modes that require all team members, including the commander, to work together and support each other in order to win.
- Ensure a unique experience for all players through in depth mech customization and skill trees. Make sure that players have the ability to make their mech and pilot firmly stand out from the crowd and match their specific play style. This will be achieved through the creation of varied mech types and parts all of which are balanced fairly to allow for meaningful customization and choice as well as carefully designed pilot skill trees in order to promote a healthy level of variety in play styles.
- Easy quick interface that allows players to get into a game as fast as possible
- Easy game balancing by using SQL Database to store stats on game units and will be downloaded at game load time
- Assortment of game play modes for all types and mood of our players.
- Target Release with Features TBA
Concept
Small description of the key features of the game.
- What is the game?
- Why create this game?
- Dynamically created maps. This element brings new level of replay-ability to the game that many similar games, such as League of Legends and other battle arenas, do not have. The map generation algorithm will need to be highly supervised in order to ensure a balanced experience for players but there will be enough variation in the maps to generate a different experience each time.
- Commander Mode. One of the major strengths of The Last Stand is its unique Commander Mode, a game play experience that allows one player on each team to issue orders and control the flow of battle using unique abilities. This means that The Last Stand is always providing at least two different experiences at all times, whether it be taking part in the intense battle below or strategically commanding the team and the battle from above.
- Fresh Game Modes. The Last Stand will feature plenty of ways to attack, defend or command. Game modes such as Artifact and Super Mech combine the best of the old match types we all know and love and mix them together in new and interesting ways. A focus on evolving objectives and scenarios ensure a match never gets stale, as players will have to switch their play style and tactics on the fly to rise to the ever changing challenge.
- What do I control?
- Players control a mechanized combat unit from an isometric perspective. Depending on how the player customizes their mech unit and pilot, the movement speed, armor and weapons will vary to match whatever play style they find suits them best.
- Players may also have the option to take the Commander role. This controls very similarly to an RTS style game, with an isometric view of the battlefield (same as the rest of the team) but with an entirely different set of abilities and controls. Commanders also have the unique ability to take control of certain objectives during gameplay (e.g. the Super Mech once it is built during the game mode SUPER MECH). If a Commander is controlling an element of the game, more often than not it will be controlled via a "click to move" scheme similar to League of Legends.
- What game features will be present
- Present game features will be dynamically created maps, advanced AI systems for single player/offline play, unparalleled customization, commander mode, skill/tech trees, interesting and engaging narrative, rewarding progression system.
Game Mode
The many different ways to play The Last Stand.
- Game Create & Hosting
- Every game is hosted by a player so they can choose what size each side is unbalancing the odds if they choose too.
- No game shall start until all players press a ready button.
- At the start a commander will be selected before the game starts in the game modes where one is needed.
- When a player leave the game before it is over other end users can join in any fight that a player has dropped out.
- Before the game start the end user will select the setup of their mech.
- Respawn on or off
- Team Death Match (TDM) & Death Match (DM)
- Overview
- Player vs Environment (PVE)
- Player vs Player (PVP)
- Capture The Flag (CTF)
- Overview
- Player vs Environment (PVE)
- Player vs Player (PVP)
- Scenario Play (SP)
- Overview
- Player vs Environment (PVE)
- Player vs Player (PVP)
- Tutorial
- Interface: Information on the HUD
- Movement: Maneuvering around the terrian
- Weapon: How to use and side effect of some weapons
- Objective: How to win the game
- Tactics: Working as a team player
Control
List of controls for the different platforms.
- Personal Computer (PC)
- Q
- W
- E
- R
- D
- F
- 2 Button Mouse
- 1
- 2
- 3
- 4
- 5
- 6
- G
- B
- Y
- Tab
- Shift
- Space Bar
- XBOX One
- X
- Y
- A
- B
- Left Button
- Left Throttle
- Right Button
- Right Throttle
- L3
- R3
- Directional Pad
- Left Thumb Stick
- Right Thumb Stick
- Menu Button
- Play Station 4
- X
- Square
- Triangle
- Circle
- Left 1
- Left Throttle
- Right 1
- Right Throttle
- L3
- R3
- Directional Pad
- Left Thumb Stick
- Right Thumb Stick
- Menu Button
- Andriod & iOS
- Tilt
- Left Thumb Stick
- Right Thumb Stick
- 1 Button
- 2 Button
- 3 Button
- 4 Button
- 5 Button
- 6 Button
- HUD
- Programming Object
- Forward
- Backward
Level Design
List of the important level features for the modes, all maps are symmetrical for both teams, the maps are generated.
- Weather
- Map Randomizing
- Time Of Day/
- Hazards
- Map size by numbers of players with an option for a small variable change
- Environment desert, forest, mountain, urban, ocean
- Programming Object
- Visibility
- TimeOfDay
- Width
- Height
- Ceiling
- Depth
- MaxKill
Artificial Intelligence
Core attributes for each mech, additionally the differences between the mech classes.
- Path Finding
- Reactions
- Triggers
- Target Selection
- Range
- Position
- Interaction
Interface
Order, functionality and structure of the overall interface.
- User Experience
- Match Making
- User Flow
- User Interface
- Flow Chart
- Screen Functionality
- Logo
- Functionality
- To show a static image of Thou Curator logo
- Functionality
- Splash
- Functionality
- To show a static image of The Last Stand logo
- Check for Updates and process downloading and installing them
- Functionality
- Login
- Functionality
- Check credential and allow or disallow member to connect to our server
- Create a new account
- Forgot password
- Functionality
- Create Account
- Functionality
- Ask for User Name, Password, and Email Address
- Create an account with error checking for existing account
- Functionality
- Forgot Password
- Functionality
- Answer security question or end user email to reset password
- Functionality
- Console
- Functionality
- Main screen all user will see after logging in
- House all starting navigation to the game
- Showing current information like patch notes
- Functionality
- Store
- Functionality
- Starting point for purchasing new Mechs and other gear
- E-Commerce
- Weapons
- Ammo
- Armor
- Mech
- Equipment
- Gear
- Engine
- Countermeasure
- Functionality
- Bay
- Functionality
- Show purchased mech and gear (On the left side several buttons for the different item categories (Mechs, items etc.)
- When you click on them a grid of the items, both the purchased and the purchasable items displayed the same way.
- Functionality
- Purchase
- Functionality
- Shows option for purchasing gear (On the left side several buttons for the different item categories (Mechs, items etc.)
- When you click on them a grid of the items, both the purchased and the purchasable items displayed the same way.
- Functionality
- Payment Type
- Functionality
- Add payment option : Paypal, credit card, pay safe cards
- Functionality
- Confirmation
- Functionality
- Display a message of success or failed payment
- Functionality
- Option
- Functionality
- Display
- General
- Control
- Audio
- Functionality
- Leader Board
- Functionality
- Show top ranking teams(including Wins/lose)
- Show top ranking player (including Wins/lose)
- Functionality
- Hosting
- Functionality
- Options, at the beginning no further options we focus on 1 mode, later decide which mode is played
- Functionality
- Queued
- Functionality
- Shows current game looking for players
- Functionality
- Waiting
- Functionality
- Lobby for players to site while others join
- Chat feature
- Mech Customizing
- Functionality
- Loading
- Functionality
- Shows Mech face off
- Shows map and game details
- Show story line for game in order based off the last one you seen
- Functionality
- Game
- Functionality
- Menu ( Opens ingame menu: Resume, Options ( audio, graphic, control, other), Quit
- Mini Map
- Member Stats
- Functionality
- Result
- Functionality
- Display over all game stats
- Your Team on top, Opposing team below, In the Team parts a list of every player
- Also giving the player "medals" if they were the top players of the team.
- The k/d/a should be enough, additional stats are not needed yet.
- Functionality
- Pilot Skill
- Functionality
- Tech Tree for Stats geared towards the end user
- Functionality
- Firmware
- Functionality
- Tech Tree for Stats Geared towards the Mech
- Functionality
- Story
- Functionality
- Display the lore of the game like a comic book
- Functionality
- Bay
- Functionality
- View current piloted mech you are in
- Functionality
- Load Out
- Functionality
- Change Gear stats
- Functionality
- Equipment
- Functionality
- Change abilities
- Functionality
- Logo
Mech
Core attributes for each mech, additionally the differences between the mech classes.
- Unique Attributes
- Each Mech will have a basic attack that requires little resource from the mech to operate as an auto attack feature for the mech to defend itself.
- Each Mech character should have between 1 and 6 abilities/skills based on the mech type and role.
- All mech will have an inventory area ranging from 0 to 6 items they can use purchased from the store. These items will be limited to wieght limit.
- Class
The different values are just to differentiate between the separate parts of the mechs.- Assault
- Engineer
- Role: Both helping his teammates and disrupting the enemy team with his special abilities, his fighting skills are limited.
- Support
- Role: Helping his teammates with his abilities through buffs, distraction, or rounds per minute etc.
- Recon
- Commando
- Role: A versatile class specilized in some sort of role only such as two skills for destroying an enemy structure.
- Tank
- Assassin
- Role:Can destroy core members of the opposing team very fast, but is very fragile.
- Programming Object
- Heat: Measurement of shutdown based on over extending mech ability to self sustain.
- Range: Range of auto attack ability.
- Torso Speed: Speed at which mech can turn its upper body
- Turn Speed: Speed at which the mech pivots in place
- Weight Ton: Payload this mech can carry
- Speed: Measurement of how fast this unit travels
- Counter Measurment: Resistance to eletornic warfare
- Armor: Amount of damage this mech can take before becoming strap metal
- Energy: Power source for eletornic warfare
- Communication: General commands and communication can be recieved and passed along
- Sky: When in the air this is how high a mech can fly.
- IsSky: Can fly or jump
- Jump: Mesauser distance unit can jump
- IsJump: can jump
- Depth: Measuer how far underground the mech goes
- IsGround: can go underground
- Sea: When in water how far undernieght can this mech go.
- IsFloat: Can this mech float
- IsBallast: Can this mech dive into the water
- Stealth: Stealth rating for hiding on the map or posing as an illusion
- IsStealth: Is this unit stealthy?
- Ordnance Programming Object Array
- Skills Tree Programming Object Array
- Gear Programming Object Array
- Buff Programming Object Array
Scavenger
Scavenger rogue units that will attack anyone to steal their resources they have.
- Overview
- Aggressive mercenary that roam around the terrian
- These unit will attack you if you come close to them
- Thier intelegence level is questionible at times
- They use whatever they have stole from other raids to try to kill you if they see you and take your resource
- They run in packs like wolfs
- Depending on randomizer they can be weak or strong
- These survivor hate everyone equally
- Programming Object
- Armor
- Experence
Skill Tree
Classical skill trees to add more customization.
- Pilot (Human Part)
- Turn Ratio
- Fire Rate
- Firmware (Mech Part)
- Communication
- Energy Cooler
- Programming Object
- Variable: Measurement of Effect
- Area of Effect: Area in a radius effect takes place
- EffectType: Enum of effect list supported by the game
- Range: Range this effect can take place from point it is executed byt he mech
- Speed: Travel speed of effect
Buff
There will be numerous types of buffs that can be supplied by the Commander during gameplay to his team mates. This system is yet to be fully fleshed out in terms of balance and how these buffs will be supplied to players but there are examples of what these buffs will be and how they will affect the tide of battle.
- Type
- Armor Buff - Incoming damage is reduced.
- Damage Buff - Grants a slight damage increase to whichever team manages to control the supply drop.
- Regeneration Buff - Grants health regeneration while out of combat.
- Invisibility Buff -Grants invisibility while out of combat, when the mech attacks, the buff will be disabled.
- Thorn Buff - If this unit is attacked, a certain percentage of the damage is thrown back to the attacker.
- Scavengers
- Programming Object
- Armor
- Timer
- Variable: Measurement of Effect
- Area of Effect: Area in a radius effect takes place
- EffectType: Enum of effect list supported by the game
- Range: Range this effect can take place from point it is executed byt he mech
- Speed: Travel speed of effect
Ordnance & Ability
Ordnance Á Abilities are animation in the game play with particle system that will show up as a visial effect. These will include none damage ability such as stealth.
Gear
Gear that add abilities to the mech that is attached to the unit. Equipment used by mech to achieve abilities and terrain changes that are placed on the map and not attached to the mech to use. They may be or may not be carried by the mech for placement.
- Mech Attachment To Unit
- Countermeasure Flares
- Countermeasure Chaff
- Countermeasure ECM
- Countermeasure Scouting
- Map Attachment Mech Carries
- Bridge Layer
- Mines
- Programming Object
- Armor
- Speed
Structure
Structure List of stats for weapons, gear etc. these stats are used to create a variety of items.
Commander
Different abilities and skills for the commander, the point version of an order is always stronger, but the area order can influence more targets.
- Overview
- During the game, the commander will issue orders to his team that he deems important. If the team manage to complete these orders they will not only be rewarded short term but long term as well. As orders are completed, the commander will point towards supply drops. Supply drops are like care packages that the Commander can order in for his team and choose the location at which they land. Supplies will affect the whole team, not just the individual who captures them. They can range from things such as bonus damage, bonus armor, repairs (health regen) or possibly even support (automated turret that attacks enemies within range). These supply drops may also be game mode specific and act as regular abilities for the commander. Commanders should be careful where they place supply drops however as they can be stolen and used by the enemy team.
- Programming Object
- Command 1 Timer
- Communication Strength
- Orders
The orders are comparable to classical RTS orders. When clicking a unit the commander can always pick from these different orders, like in a usual RTS. But in this case, the units are players, they don't have to follow the orders, but they grant them and the commander necessary rewards. All orders can be activated either at a point/target or a whole area. Only 1 order can be active for each unit at a time, the orders only have a very short cooldown ( 1 second). While following the order( e.g moving towards the ordered point or attacking the ordered target), both the player and the commander gain rewards (ingame currency, experience....). This way the commander wants to make great orders his players want to follow. The reward and the buff of each order has to be high enough to encourage the players to follow the orders, but not too strong or they won't be able to fight enemy players without great orders.
The commander can use point orders by just clicking the unit and then clicking the order button ( or the hotkey) to make it a point order, or hold the button to make it an area order (holding the button increases area size)- Move
Point:Orders the player to move to a certain point, player or objective. While walking towards the point the player has a increased movement-speed. When reaching the point ( or being very close to it) the order is completed.( Also used to order captures or pick ups).
Area: Orders the player to move on the area ( patrol, or scout it). Grants movement-speed - Attack
Point:Orders the player to attack a specific target (player, objective, etc.). Attacking this target deals more damage.
Area: Orders the player to attack everything in the area. Attacking in this area increase the dealt damage. - Defend
Point:Can't be ordered on a point.
Area: Orders the unit to defend a certain area, taken damage in decreased. - Help
Point:The support abilities used on this target have either an increased duration or strength(e.g invulnerability: increased duration, movement-speed buff: increased strength).
Area: The support abilities used on target in this area have increased duration or strength.
- Move
- Abilities
- The Commander will also have four abilities that they will be able to call in at certain times during the match. These could also be tied to the Team Credit system too, where cool-downs would be reduced through team players completing objectives set by the commander, or they could be separate to that and be used at anytime but after appropriate cool-downs. Some abilities that have been mentioned are:
- Recon – Commander can activate a recon drone which will display enhanced information enemy movements to the commander which he can communicate to his team through pings.
- Artillery – Commander can call an artillery strike as an AOE damage ability on an area of his choice. He must be careful though as this can damage his own team.
- Blockade - Drops a blockade on a specific point, units can't go through it. Can be attacked and destroyed.
- Portal - Instead of re-spawning in the base, the players can start at the portal if its active. Initiating this ability sends a ping out for every player where the new portal is located. The portal gets activated after a certain amount of time. The portal can be destroyed, even if its not activated.
- The Commander will also have four abilities that they will be able to call in at certain times during the match. These could also be tied to the Team Credit system too, where cool-downs would be reduced through team players completing objectives set by the commander, or they could be separate to that and be used at anytime but after appropriate cool-downs. Some abilities that have been mentioned are:
Actual Game Play
The features, modes and items that define the gameplay as well as a general idea of how the section below blend together to create a game for entertainment purposes.
- General Walk Thru
- End user logins
- On the main screen selects a game type to play Team Death Match (TDM), Death Match (DM), Capture The Flag (CTF), and Scenario Play (SP)
- A screen shows up and search icon displays
- When a match is found the user accepts the game play type with it's general information/setup displayed
- The end user accepts and is taken to the lobby screen
- At this screen the user select their mech they have pre made outside of the game
- Once everyone has ready up the game host launches the game.
- Players are taken to a loading screen and wait for the game to sync with everyone
- The game starts and all players start at the same point
- Now at this point this can go two ways TDM/DM, CTF, or SP
- TDM/DM
- TDM/DM you are not given any armory to equip your mech. You must go out into world with only basic weapon and find supplies pickups for you to equip. This is completely random and is equip to yoru mech once you pass over it. We will probably have a jettison ability to remove a weapon if you want to pick something else up.
- So with this in mind we venture out into the world and either run over an item and pick it up by you accepting it or just walking by.
- When you pick up a weapon that cause a lot of heat generation but you dont have the hardware to deal with it then you run the chance of shutting yourself down for a cool down period.
- Now its off you go to find and kill your enemies and navagate the terrian!
- Once all enemy are dead the round is over the host can either set a timer or kill point to end the round before it starts
- The commander role is disabled in this game mode
- CTF
- CTF game play you are not given any supply drops for weapon picks up on the map. Instead you are required to use the armory at your base or starting point to purchase and equip as you earn more resource by killing scavengers and other mechs.
- In CTF your objective is to capture waypoints and hold them to get points to spend at the armory. During this time you will have to defend from enemy units.
- Now in CTF you can go back to base at anytime and pick up or change out equipment based on points you earn while in the field
- Once the timer or points is reached the round will end.
- The commander role can be enabled or disabled in this game mode
- SP
- Now the SP game play you are not given any supply drops for weapon picks up on the map. Instead you are required to use the armory at your base or starting point to purchase and equip as you earn more resource by killing scavengers and other mechs.
- In SP you will have an objective to complete on both side in order to end the round.
- These objective very in range and complexity from destroying a strong hold to marking a target for an assault or even just gathering or obtaining intel.
- Now its off you go to find and kill your enemies and navagate the terrian!
- Now in SP you can go back to base at anytime and pick up or change out equipment based on points you earn while in the field
- Once the objective is completed the round will end.
- The commander role is enabled in this game mode
- Resource management is vital to game play for ammo and armor etc
- Your mech stats play an important part in this game play as you still must balance them as a pilot of the mech
- As you move or fire weapons you generate heat and consume power two area you need to watch and manage so you dont shut down.
- When you find an enemy depending on the weapon depends on how you use it. Some you will simply point and shoot others you will aim and they will auto lock and hit etc.
- At this piont the body count is being added up and then all players are taken to a stat screen to review points earned and chat.
- TDM/DM
- Rinse, Recycle, and Repeat from (2)
In Game Currency
Currency for purchasing building and gear.
- Revenue System for Ingame
- Gives access/clearance level to in game buildings
- Gives access/clearance level to in game gear
- Will be a dollar amount system
In Game Reward
Reward based system when the game is being played.
- Rank based system
- Gives access/clearance level to in game buildings
- Gives access/clearance level to in game gear
Out Game Currency
Currency for purchasing booster and accessories.
- Revenue System for out game
- Purchase skins
- Skill Tree Entries
- Rank Boosting
- Will be point system that you earn for games and bonus
Out Game Reward
Reward system for out game level gain and abilities.
- Rank based system
- Allows you to add to your skill tree.
- Adds skill tree to switch between
- Allows for commander selection
- Access to story line by security clearance level
- Numbering system
Story
Small description of the story layout.
- Theater Overview
- Discuss the entire story as a whole for all theaters and chapters
- Theater Layout
- Outline
- Discuss key points to the chapter for the team to review and work into the game such as level, characters, gear, and equipment.
- Chapter 1~5
- Chapters to cover each section of the story line after 5 chapters we switch to a new Theater such as Theater Two
- Outline
- Programming Object
- Text
- Chapter
- Theater
Setting
Setting for in and out of the game
- In Game
- Hud Size
- Music Level
- Sound Effect
- Out Game
- Font Size
- Sound Effect
- Programming Object
- HUD size
- Above Health Bar
- Music Volume
- Mech Sounds
- Enviromental Sounds
- LOD
- Shadowing
Account
End user profile setting
- UserName
- Password
- Programming Object
- UserName
- Password
- PrimaryEmail