Design Document: Modes

I wrote some on the RTS mode in the first Design Document but I want to reiterate what each mode actually is in case I want to add more. The purpose of the modes is a focus towards one main goal and not try to include everything in the mode. I don’t want to make the same mistakes as I did in the second alpha of the Mecha Asylum game. Another cool thing about each mode is that I want to upgrade to the second version, I can close down a mode and make the upgrades.

The key feature perhaps, is that the RPG mode is going to be dynamic based on the RTS mode. I want the RPG mode to also be separate of the RTS mode meaning that only some parts behind the scenes will affect the RPG mode. The RPG mode will only affect the popularity characteristic and the RTS mode will affect the RPG mode more than the RPG mode will affect the RTS mode.

Well, I should probably explain the dynamic interactions between the RPG and RTS modes. Certain operations will either be done in the modes, the one that makes more sense and fits in with the mode without distracting from the main purpose. If it doesn’t fit then the code will be moved and the adapted inside of that mode.

RPG

The player have one mecha and to experience the dynamic world.

I want the have missions for this mode and allow the player gain the ranks by collecting experience and upgrading their armor. Since the focus is only one mecha suit, I want to have the attacks a little bit different than the RTS mode. Since the players are going to be a little bit more involved in the roleplaying, I want to record the actions the player takes. The players won’t have to roleplay and the mode will offer more game play for those who don’t want to roleplay.

There will be traveling in the land to visit the cities and places that each player has. The players will be able to set up shop and sell items to traveling players. Traveling in hostile territory will have a chance of a random attack depending on the spy and defense. The player won’t be able to travel inside of hostile territory that would otherwise tear the player apart when entering.

RTS

For massive battles of mecha suits against players in an all out war.

A lot of people want to just bash heads with other players and this mode is to allow them to do just that. There won’t be that much else besides gaining armies and battling. Land will be gained here and the bases will be brought in this mode. This mode will have some advanced features towards it that may make it a little more difficult than other RTS games out there but it will be that way so that it fits in the other modes of play.

World Building

I decided to make this a mode since it will be separate from the game and from the other modes. The plan of the game revolves around this mode and so it needs to work independent from the other modes. The other modes (RPG and RTS) will depend on this mode for money and other functions. I have some plans for this mode and some of them are major.

Groups and Alliances

Not really a mode of game play but it will be separate and work with the RTS and RPG modes. Once I make the framework, I can use it in other web applications so I am fairly happy about that after I make it. The groups and alliances will allow players to network with other players and fight as a team. The only deal that I have is that the groups and alliances are in the simplified form are the same thing. I want to set up an admin that allows me to set what actions are for groups and alliances and for shutting down the alliances features.

In the front, the player only joins the group and is added to the table that says he is part of the group. The back is where everything is done and new features can be added or changed. It is also where the team will be managed and so it needs to be modified to where the game can implement the team in attacking, defending, and other features.

Dependence

Key: Mode -> (Depends on) -> Mode

RTS -> World Building
RTS -> Groups

RPG -> World Building
RPG -> Groups

World Building -> RTS

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