Create the graphical user interface module for the game menu system.
Owner: Pfc Quentin Dunn
Research: 4.00 Productivity: 1.00 Project: Century of War Role: Game Programmer Status: Completed Term: Official Release Requestable: False Public: False Grabable: False Updated: 10/18/2013 2:03:00 AM Created: 10/8/2013 7:08:00 PM
Questions: Is the game field meant to be falter like in an rts or raised like in a shooter?
Flat, huge raises in the terrain would look weird with our camera view/angle.
How big is the map meant to be?
Depends on the gametype ( you can see the different sizes), big: something comparable to League of Legends; medium: 66% of big; small: 33% of big.
How does that size compare to the different type of mechs, structures, and equipment?
Comparable to standard RTS (Like warcraft 3)
What role do structures and equipment play in relationship to the map?
Structures and equipment are the objectives of the game, they lead the different mech to specific places, places where fights take place.
Are there rules on how close a relic and/or super mech part can spawn in relationship to team bases and to each other?
There should be rules, but they are not defined now. I think we should always make a symmetric map, this makes it easier to create, balance and is easier for the player.
Are there rules about how and where team bases can spawn?
Not now, a first map concept comes soon.
Fog of war? Yah/Nah? If yah, what are the rules for the fog? Classical fog (e.g Warcraft 3), you see the whole map but not the units/structures moving on it. You can only see them if either you or one of your allies can see them/is close enough).
Then just general questions/comments for the Game Designers:
The win conditions for the game modes are really unclear.
Added a mail goal, optional goal and end to the modes.
How big or small can a team be?
6 (5 mechs 1 commander) vs 6
How do upgrades purchased through the store affect game play per mode?
The upgrades are the same for every mode, also they should have a high affect on the game.
How do help ensure enjoyable game play if one time is all souped up on items from the store?
The upgrades don't simply improve stats, they all have drawbacks and are meant to adapt to your playstyle. If the player achieves a higher level of upgrades, they don't become better, they become more complex and versatile.
This should give experienced players enough reward to get new upgrades, but doesn't make it too overpowered for new players.
For the Death match mode:
How does a player get tickets?
Removed, just kills count.
For the Relic/Artefact [sic] and Super Mech modes:
Can you better define points and the reason for points?
For Super Mech the points are removed. The points on the Relic just show, how long did which team control the relic. (Maybe kills affect the pionts a little bit, should be tested).
Asset List: Minimum Assets needed to play Deathmatch. Includes 1 Mech with a set of changable abilites. Pool of 5 abilities, 3 can be taken. One small map should be textured. The first prototype is just about the fighting system between the mechs, moving and overall network connections. The map is prebuilt and very small, the teamsize is 3v3.
Client features: Creating a game lobby Joining a game lobby Starting the game Leaving the game Scoreboard Menu (Sound, graphics and controls) optional Choosing between 5 abilites
Controls: Moving Attacking Using abilities
Features: Dealing damage Getting damage Heal Die Respawn Cooldown on abilites
Visuals: Models (Textured): Mech ( 1 Standart Robo Mech fighter model) Map obstacles (Trees, Stones) to keep things simpel this is enough Textures: Floor Textures: Gravel, Stone, Leaves, Grass