Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis.

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Presentation transcript:

Josh Grady and Justin Kang CIS 487 2D Game Pitch Project: Aegis

Abstract of game story The enemy forces have come to take our technology, resources, and our planet. You are the commander of the last installation that can defend us. Take control of the Aegis Cannon, a powerful prototype weapon. Use the cannon, your troops, and other weapons to defend against the enemy forces.

Abstract Control the Aegis cannon, and use a multitude of weapons to defend against a variety of enemies These enemies include  Enemy infantry  Incoming Rockets  Tanks  Aircraft  And more

Gameplay: Appearance Similar to missile command  Player is on one side and enemies come from the opposite side Heads Up Display  Ammunition  Available Power ups  Money and XP  HQ Health and Status

Half the game will be a air defense phase where you defend from Missiles, planes, and paratroopers. Unlock superweapons and joint support forces like flak strikes Or hyper laser cannons Monitor your ammo, it can take a bit to reload in the beginning Monitor your base health if you lose some buildings you might not be able To use some abilities

Gameplay: Appearance Additional Screens  There will be a alternative land defense HUD  Results Screen Shop and Upgrades menu

Prototype of land defense, different game mode You must prevent the enemy from getting in firing range of your base. Enemies will be slower, but they can be more durable and be costly for you To let them get too close. New abilities like airstrikes and a artillery operations

Leveling Up Munitions Expert Level 1: Reload Efficiency Reload time -33% Level 2: Effective Munitions Damage +10% Level 3: Clockwork Parts Reload time -33% Level 4: Total Overhaul Grant Overhaul Abiltiy Unlocked at Level 3 Advanced Physics Level 1: Grants Stasis Beam Holds enemy in place Lasts 5 Seconds Level 2: Advanced Research Cooldown Reduced Reduced -50% Level 3: Diffused Beam Holds enemies in place Level 4: Power Efficiency Can use beam twice Required: Cryo Missiles Phase Experiments Joint Support Tech Level 1: Mobilize Cooldown Reduced Time -20% Level 2: Efficiency I Support Efficiency boost +10% Level 3: Scramble! Cooldown Reduced Time -30% Level 4: War Machine Abilities Last longer +25% Time

The Store Scatter Missiles (x3) $200 Disruptor Missiles (x2) $400 Cryo Missiles (x5) $800 Unlocked by Adv. Tech Multimissiles (x3) $1500 Missile Tech Repair $5 per damage Fortify Defense +50 Health $500 Additional Launcher +More Ammo $2500 Helper Turret + Helper Turret $1000 Buildings Research Center +Research Center $2000 Air Support Unlocks Air Support $750 Long Range Support Unlocks Artillery $1000 Engineer Support Unlocks Repair Crew $1000 Joint Support

Gameplay: Player Roles Player defends the base against enemies by shooting/intercepting the incoming enemies Player can use power ups to help destroy enemies  EMP : Disables mechanical enemies For rockets, disarms them so collisions won't hurt  Helper Turret Occasionally destroys enemies  Overclocker Able to “slow down enemies” to allow for precision

Gameplay: Player Roles Player can buy special missiles to help them also  Scatter Missiles (wider effect radius)  Gravity/Disruption Missile Causes things to collide and destroy eachother  Freeze/Cryo missile Holds enemies in place for a time

Gameplay: Strategies Player has figure out where to put the resources  Money can be used to purchase certain things Missiles, More Ammo, Repair damaged structures  XP can be used to upgrade certain components Lasers, Freeze weapons, helper turrets Player will need to strategically put his/her resources into elements that help their style of play  e.g. Slow reaction times? Put more points into overclocker Upgrade management will be key in later levels

Gameplay: Strategies Certain weapons won't be very effective against certain enemies  Tanks can take more damage  Infantry can move relative fast  Some enemies will be shielded The player must prioritize targets to win each round

Gameplay: Scoring  As of Build Scoring works as follows:  Firing a bullet = -.1 pt  Hitting an enemy = +1 pt  You will receive a bonus at the end of the round which is the sum of the remaining health of your buildings

Gameplay: Level Summary 4-5 Different parts for 3 different enemy factions  Humanoid faction  High tech faction  Alien faction About 4 levels in each part  Each level has varying waves of enemies

Gameplay: Level Summary Level 1: Ground Phase  Infantry  Light Vehicles Level 2: Air Phase  Paratroopers  Slow rockets Level 3: Ground Phase  More Infantry  Tanks  Helicopters

Gameplay: Level Summary Level 4: Air Phase  Missiles  Bombers Level 3 and 4 may have a corresponding boss  e.g. Large slow moving tank  e.g. Flying fortress

Gameplay: Level Summary Other parts of the game  Part 2: High Tech enemies Mechs Shielded Enemies  Part 3: Aliens Saucers Trickier gameplay  Final Part: Fight Aliens on the moon

Development Specifications Required Hardware:  PC (Minimum Requirements) Monitor with resolution of 1024x MB RAM Processor with minimum speed of 1 GHz Graphics Card  Either Integrated or Supplemental 512GB GDDR Sound Card Keyboard Mouse

Development Specifications Recommended Hardware:  PC (Recommended Requirements) Monitor with resolution of 1368 x GB RAM Processor with anything higher than 1 GHz Modern Generation Graphics Card  AMD Radeon or Nvidia GeForce With around 1GB GDDR Sound Card Keyboard Mouse

Development Specifications Software requirements  Windows XP, 7, 8, or 8.1  HTML5 Web Browser or Windows 8/8.1 Something like Google Chrome or Firefox The game will developed using Construct 2 – Will be using a mixture of original art and modded sprites

Development Specifications Algorithm  Enemies will approach the player from the opposite screen relative to the player base Ideally with a wave based deployment algorithm Or a Manual timer deployment for some units Some enemies like missiles will be randomly generated to appear in an unpredictable timing and pattern  Graphics will be 2D Sprites  Item unlocking will be based on how much money or XP the player has been allocated Money and XP will be manually set and will scale for certain enemies and for later levels

Development Specifications Algorithm  Shop items and Skills will be planned out and outlined  Support firing patterns setting require a random hit radius For artillery or flak cannons  Art will be a mixture of original and modified sprites

Demo Prototype Primer Open the index HTML file using Firefox, I have not had a lot of luck with Chrome or Internet Explorer The controls are mouse only at this time Use your mouse cursor to aim shots Left click to fire There is no ammo cooldown so the cannon should fire as fast as you can click

Prototype Build For the prototype and demo, running 3 different levels with 3 waves seconds in length Due to time constraints, no shop implementation or superweapons There are some things implemented that are placeholder for future features Like money and buildings Scoring system is in play to penalize players for reckless shooting – See “Gameplay: Scoring” (Slide 14)

Issues to be aware of The countdown and buffer system to give intermissions between waves is off Layout issues that involve skipped levels Requires some logic debugging

While testing... Please be sure to let me know any issues you have while testing that are different from the ones mentioned Any suggestions would be appreciated