Conquer the Castle 2D Game Design Pitch.

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Presentation transcript:

Conquer the Castle 2D Game Design Pitch

Game Story An entire war is started over the colors of two neighboring kingdoms. One Red and the other Blue. Each one believes the other color is inferior and is willing to fight to the death over it. They build large fortifications to house their generals and send their armies out to war.

Appearance Top down player view Maximizes information for the player The terrain is composed of tiles in a grid The tiles look like landscapes rather than icons Units are stylized icons wearing their colors Shows a single unit rather an entire battalion Information is displayed to the right side

The Role of the Player The player represents a general of an army charged with the task of conquering the enemy castle. The player is not represented on the screen but rather an omnipresent being. The general is responsible for the creation, deployment, and action of his army.

Player Strategies Build an army by “purchasing” soldiers of varying types using Army Points. Decide whether to concentrate on offensive capability, defensive strength, mobility, ranged or melee attacks, or some balance of the above. Players must keep in mind the map they'll be fighting on in order to built a victorious army.

Level Summary Levels are randomly generated at the beginning of each match. Maps are divided up into multiple terrains Terrains can help or hinder units. Trees provide cover but cost more to move through. Mountains provide sight and range but provide little cover and cost more to move through.

Story Progression Upon defeat of a castle the succeeding general receives a message from the conquered general stating that the now conquered castle wasn’t the real one and they will have to start their battle over again.

Required Hardware Monitor (800x600 minimum resolution) 256MB RAM Processor (1Ghz minimum) Any form of Sound processing Keyboard Mouse

Required Software IDLE (Python IDE) Py2exe (for deployment of executable)

Algorithm Styles 2D Sprite Animation Perlin Noise for map generation Idle animations will be applied to units Perlin Noise for map generation Perlin Simplex Noise to provide heightmap values which are mapped to terrain types. A* pathfinding to display possible moves the computer will display an overlay of all possible squares that unit could move to