Monika Wintergerst Milan Jacevic Antony Nestoridis

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Presentation transcript:

Monika Wintergerst Milan Jacevic Antony Nestoridis Prototype 1 - Sport Monika Wintergerst Milan Jacevic Antony Nestoridis

The Play Experience Fast-paced Competitive Free-flowing Strategic Versatile … Interesting :) (both to play and to watch)

Bicycles!

Initial idea The three Bs: bicycles, baskets, balls The goal of the game = score as many balls as you can to get points … BUT: Keeping track of the score? Keeping the balls in the baskets? Falling off the bike?

How about… Bicycles! … And lasers!

The goal of the game = eliminate all opponents in the enemy team Cycle Tag ® Equipment: Bikes Laser guns Thigh holsters Targeting vests Specialized helmets or goggles The goal of the game = eliminate all opponents in the enemy team

Cycle Tag ® Health While being targeted by an enemy laser gun, the player loses 2% of his health per second. Guns Each gun has a charge of 100. For each second that the trigger is pulled, the gun loses 10% of its charge. Pulling the trigger continuously for 10 seconds will empty the gun. Recharge: 15 seconds Display: HP remaining charge.

Cycle Tag ® Format: Teams (3 v 3, 5 v 5) 3 rounds: 20 minutes each, with 10-minute breaks in between Timed victory = team with most overall health wins Playing field: Variable environments, irregular play area, correlated with team size (bigger team = greater area)

Cycle Tag ® Rules: No physical contact of any kind! No stopping the bike completely (variable)! Dropped your gun? No gun for you until the end of the round! No picking up guns! No leaving the play area! Starting positions: opposite ends of the play area! Tie? Overtime at the end of last round! Physical contact: Penalty: minor violation = deduct 20-40% of HP; major violation = out for the game Stopping: Penalty: loss of HP - 5% per second of being still. Pick up gun: Penalty: out for the round Leaving play area: Penalty: loss of HP - 2% per second that the player is out of the arena - Overtime = 5 minutes

Cycle Tag ® Things to work on: Gun design (effective range, cooldown rate) Holster design Playing field design (map size, environments v arenas) Game modes and bike design Helmet design Issues of spectatorship and refereeing Standardization and sponsorship Focus on the WHYS here - how each change will, in theory, affect the overall balance of the game Holster design - goal to minimize dropping Field design - level of standardization (general guidelines vs rigid form); starting points issue (opposing ends of the playing field, or from the middle?) Helmet design - implementation of Google Glass for professional matches? Tie in with spectatorship! Spectatorship - dispersed action (vs focalized action in ball sports, set direction/goal in races) makes it harder to keep track of the game if courses are appropriated from real-world environments/built with obstacles. Solutions - Google Glass/Go Pros, drones, cameras. Standardization and sponsorship - similar to other team sports (possibility of regional, national, international leagues and tournaments; sponsoring of both individuals and the team as a whole)

Thanks for your attention! Questions?