Question about GDD
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This was the document sent by Jonathan about the GDD with questions about it.
Based off this Jonathan I would like you to take what I say here an put it into the GDD. Make an agenda for that after you read this and I will get it too you.
Then go ahead and make any other agenda you see fit based on our conversation.
Design how officers work
- How many abilities or skills they will have? Our GUI will support 9
- How each of those abilities or skills will act (LoL W =escape/gap closer, E=buff or enhancement , R = ultimate. This is totally up too the officer that is being used. I would think we will have a very wide range of things they do and try to make each of them unique as possible
- How will the officers handle units? What happens when units die? We are going to try to make the officer act as human as possible for any situation he/she is in. So if a unit dies create another one give the resource given too you
- How can the officer be killed, and what happens when they are. At this point I would say if you kill a building like the command center you loss them and have to micro manage yourself. Then when you are able you will hire or field commission a new officer after you build your command center. Command center is just a sample it would be any of them like the embassy would be the foreign affairs.
Design a template for combat mission support officer
- What role does this officer have during the game. This officer will command the units to launch offensive and deference for your base
- What kind of skills do they have and how will they affect battle? Skill set will be death to the enemy type things
- What kind of units they have and how they will affect battle Anything that shoots
- What control does the officer have over these units and how do the units react to his commands? (Do they stick close to the officer, can they be separated and move away from the officer to a different location?) This comes down to game play and what the user has setup for the officer behavior along with all the other thing that effect the units. The AI on these officer is going to be difficult for sure.
- What happens to the units if they enter combat, take damage, die. Taps is played and you spawn another if needed morale lost
- What happens to the officer when the units enter combat, take damage, die. The officer will give out order silently as you play unless you tell it not too. So it will conduct itself as if it was you playing as best as we can get the AI to do so.
Design a template for Foreign affairs officer
- What role does this officer have during the game. This officer will interact with the suburb to gain advantages
- What kind of skills do they have and how will they affect battle? Basically you want the suburbs on your side as they give intel and units at times with other abilitys like say IED
- What kind of units they have and how they will affect battle An ambassador
- What control does the officer have over these units and how do the units react to his commands? (Do they stick close to the officer, can they be separated and move away from the officer to a different location?) To negotiate, interrogate, or ignore
- What happens to the units if they enter combat, take damage, die. they die morale lost
- What happens to the officer when the units enter combat, take damage, die. Spawn another
Design a template for logistic officer
- What role does this officer have during the game. To manage resource allocation and gathering
- What kind of skills do they have and how will they affect battle? Purging resource as needed with ability for getting it quickly but at a higher cost
- What kind of units they have and how they will affect battle Gathering units no combat
- What control does the officer have over these units and how do the units react to his commands? (Do they stick close to the officer, can they be separated and move away from the officer to a different location?) These units only purpose in life is to find resource and take or steal it
- What happens to the units if they enter combat, take damage, die. die
- What happens to the officer when the units enter combat, take damage, die. Spawn another
Design a template for engineering officer
- What role does this officer have during the game. Building
- What kind of skills do they have and how will they affect battle? building and fortifying
- What kind of units they have and how they will affect battle Backhoe
- What control does the officer have over these units and how do the units react to his commands? (Do they stick close to the officer, can they be separated and move away from the officer to a different location?) Building structures per the strategy
- What happens to the units if they enter combat, take damage, die. die
- What happens to the officer when the units enter combat, take damage, die. spawn another
Based on the styles of play design an advancement tree to match those play styles Not sure what this is exactly
We need a design document for how this will work We will used a military ranking system to advance the player with perks as they move forward.
We should have documents for how each of these affiliations will affect the player as well as how we are going to balance these advantages or disadvantages Yes we should lets make an agenda for this
- What kind of task will they give out Kill order, Capture, Communication, destroy target, etc
- How will these task be incentive? xp & money
- Design the progression through these ranks Yes
- What happens when the player has progressed to the end? How will end game be played. I think this depends on the choice they make during the game. What mission they did what random acts took place etc. We will end up with more then on ending to the campaign mode.
How will we ensure that a player whos been playing for less time can still go against a player whose gathered all the upgrades? We are simply going to have to put a player evener option in the game menu system. So taht they know they are being limited etc if they want to play with others.
How will gameplay play out? We need a proper design plan for how the games will play out. Early game, mid game, and late game. Not sure what you want here as its an rts design with an overview commander and officers controlling 70% of it.
Early game Set your officer strategies up (budget per each, their objective)
First ten minutes of the match Build Units & Structures
Mid game Order an offensive strike & Take what you came for (Suburb, Resource, Lifes etc)
Ten minutes to 20 Attack or Defend
Late game Try to stay alive
20-45 minutes Win or Lose
Win conditions See above
We should take a hard look and design an intuitive control scheme that will not only feel natural to the player but easy to pick up and use Control system like the ingame GUI we already have?
We will need to have an agenda to design each menu page with proper UI and UX design This is pretty much done they need tweaking and the script put on them for the button functionality
How will these skills affect battle? chaos and mayhem
How many skills can you choose from Unknown at this time whatever our imagination bring forth.
How will we balance the skills so one isnt chosen over the other based on raw over powered ability but their playstyle Game testing is i think all we can do on this one
We should create chart for unit values and how they will scale with pedigree These number will be % based once a completed list in done. These number will also come from game testing
We should create a chart for the resources and how structures and units respond to them. (cost, moral, how much population they take, etc) ? not sure what you want here
We should create a list of units we plan on launching with and designing the stats for them Unit Assets List
We should create a list of structures we plan on launching with and designing the stats for them Structure Assets List
Thanks,
James Fleming
Discord
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