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The Features Event Alpha is set to include:
- Location-based damage
– all players have specific locations on their bodies that can cause damage, resulting in a different effect.
- Interactive environments
– maps designed for missions in this game will possess environmental hazards. Being able to interact with some areas of the environment is an attempt to make "living" worlds.
- Objective-driven missions
– part of the design of this game is based on making missions that give the players numerous tasks, for each team. Instead of a basic play mode like deathmatch or capture the flag, missions in the campaign will differ from one to the next.
- Dynamic campaign structure
– based on the objective-driven missions, the other side of this feature is to allow the course of a campaign to be altered. This would mean that if a particular team wins a mission, the next mission played might be a different one than if the opposing team had won. This is not to be the case in every mission, but at "turning points" where the situation fits the overall story line’s progress.
- Story-driven game play
– the continuing aspect of game design is to provide a moving story line that is actually a part of the game. This is reflected in the campaign mode of play.
- Inventory-based component and weapons system
– the mechs use different ‘components’ in order to serve certain functions in the game for the player. These items also carry a weight value to limit what you can carry at one time.
- Skill/specialty-based system
– You can choose a particular specialty, which will help in organizing weapons and components. This also alludes to a point system, with points earned for specific tasks or enemy kills.
- Clan support
– Because this game relies heavily on team tactics, it can be seen as a good target for game squads of clans. This would mean adding features that would appeal to these groups, such as custom decals, team scoring, and mission designs made specifically for clans
- Generate statistics
– To promote skill and further progression of game play, the game would have the ability to generate an HTML file that would list various recorded areas of performance, such as rank, specialty, kills, objectives that have been personally accomplished, assists, etc. These could then be posted on the game’s website.
Modes of Gameplay
- Campaign Mode – This is the main form of game play. Campaigns are essentially a set of missions that are connected to the overall story line. They have a number of objectives that must be completed by both teams, often at the expense of the other. As stated earlier, campaigns will feature "turning points", where depending on which team wins, the course of the campaign will change. Each race has its own campaign, in which one is against the other (e.g. Shidoshan vs. Bao Masai, Earth vs. Shidoshan).
- Single Mission – In similar fashion to the campaign, single missions are objective-based scenarios that are relatively standalone...not played continuously like the campaign. No one single mission has an exact relation to another.
- Deathmatch/Team Deathmatch – This is the classic mode of kill or be killed. Any additional guidelines would be non-consequential.
- Tutorial – This is essentially a training mode for players to get used to the controls and the environment.
- Test Pilot – This is essentially a mode where different players can enter a map to test their configurations. There is no actual damage done to players...damage is displayed and is then reset back to the top. Targets that represent different armor are used to test weapon strength. Different turret types are use to test armor strength. The levels will be made like obstacle courses in many aspects.
- Clan War – To Be Discussed
Technology - The Torque Engine
Event Alpha will be developed with the Torque Game Engine, under the distribution of GarageGames. The Torque Engine was used in the creaion of the successful game, Tribes 2. Its features include:
- Multi-pass texturing
- Layered volumetric fog
- Detail texturing
- Environment mapping
- Continuous, seemless, LOD mesh generation (using screen error metrics)
- Altitude based fog banks
- Aggregated tile mip-mapping
- Sophisticated particle generators which can emit multiple particle types at once
- Vertex and multi-pass lighting
- Uses UDP and TCP
- Award winning client/server architecture
- Windows server & client with OpenGL and DirectX
- Mac OS 9/X server & client with OpenGL
- Linux server, Linux client under development
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