Game Design Document - ramsesoriginal/PIYAUG GitHub Wiki

PIYAUG

PIYAUG Is Yet Another Unfinished Game
A Game For Windwos PC
CC-BY-SA 2013, Stefan Insam & Tom Trenki

This document describes the gameplay of a game with the tentative title PIYAUG, a top-down multiplayer assault shooter. Each match will have two chapters. The players will be divided into two teams, one assaulting and one defending. The assaulting and the defending team from the first chapter will swap places during the second chapter. The game encourages teamplay and strategy over solo-rushes to the enemy base. The game tries to keep boredom at a minimum.

The players will have the ability to pick up different items, including but not limited to weapons, and have to use those items to either assault a enemy base or defend it.

There are several parts of the environment that are modifiable during gameplay, including but not limited to walls.

The players may be able to use vehicles they find in the environment.

Players may carry as many items as they wish, but the weight of the items may affect their running speed.

GENERAL INFORMATION

The game is played in a top-down view, with each player controlling one character who is member of a team and is trying, together with his teammates, to either assault enemy base or defend the base in a urban environment.

The players spawn at one of the bases, with no items except for a small knife and a medikit. They then can proceed to roam freely through the world, where they will find several other items, as well as vehicles. Players are able to pick up the items, but if they have more items then they can carry, it will affect their walking speed, up to the point where they can't move anymore.

The items can be weapons, bombs, medikits, assembly kits, shields, or decorative items.

The players are able to walk around freely, jump or crouch. They can turn freely and move in every direction. Items are always used in front of the player (shooting forward, shield in front, assembling something in front, ...)

The vehicles are drivable by any player, and have the same controls are the players, except for they can't strafe sideways.

Some vehicles are able to use special abilities, like tanks shooting, or ice trucks turning on the music.

The other players in the player's team are highlighted in blue, the enemy players are highlighted in red.

DETAILED GAME DESCRIPTION

The players are subdivided in two teams, one attacking and one defending. The team defending in the first chapter of a match is attacking in the second chapter, and vice-versa for the other team.

The first chapter has a time limit of 30:00 minutes at most, the second chapter has a time limit equal to the duration of the first chapter. The first chapter may end sooner, if the attacking team manages to successfully assault the enemy base.

To successfully complete an assault every member of the attacking team must have planted his flag in the target zone of the enemy base. A planted flag disappears, if the player who planted it dies.

The enemy base has multiple entry points, which can be conquered by the attackers by destroying them. If a entry point has been destroyed, the defending team can't rebuild it.

The team defending in the first chapter is a private para-military force, trying to defend the property of a high-ranking client, while the attacking force is a anarchic group trying to occupy the property.

in the second chapter the anarchic group captured the property, and is now keeping the private para-military force from returning to the property for the time necessary to destroy the property.

The game should have a darker atmosphere with mostly blue-ish lighting in the defended base, and be brighter with red/yellow-ish lighting outside of the base. As the attackers progress, the lighting should change in the base, to become brighter and warmer.

There should be very little background music, mostly consisting of blips and beeps. The tone should be a bit darker if the player is in the base, and brighten up, as the attackers are progressing.

After starting the game, the players will see a dialog asking them to choose if they want to host or join a game. If the player chooses "host", the player will see the team-choice interface. If a player chooses "join", the servers running in the LAN will be shown, and the player has to choose one. After choosing a server, the player will see the team-choice interface. At each point, a player can go back.

In the team-choice interface, the player may input his nickname, and a team to choose. Each team is represented by a list of its members. As soon as the player confirms his choice, he spawns in the chosen game.

Since the game is built for gamers at a LAN party, we assume that we need no introduction or explanation, and the player is dumped directly into the game. For 5 seconds after spawning, a player is invulnerable.

He may start walking around, collecting items and running to his teammates on the front line. The player may also choose to take a vehicle, as there are some driving around the city, and a player may choose to drive one. Players may also mark additional positions on the map with a dedicated assembly kit, and by using another assembly kit, a player may teleport to those locations. Each player may mark only one location, which will get un-marked as soon as the player dies.

A player may pick up as many items as he whishes to, but he may only carry a certain amount of weight, and if he surpasses that, he slows down. The limit is more or less the weight of a rocket luncher, a pistol, a flag, a knife, two medikits, two graneds and a molotw cocktail.

OTHER ASPECTS OF THE PRODUCT DESIGN