Vintage arcade game design document Note: Please download the document and make a copy before filling out the assignment. Game overview Project background I really enjoy games like Worm.IO and Agar.IO and I believe they would be really cool in an AR format where you can see other players moving around your space. High-level concept Game name: Worm. AR Target audience: Younger audience or gamers who enjoy large community based games that are easy to start Release date: Next summer Publisher :Vintage Arcade You would load into a server with about 100 players and a map would be layed out on the floor or wherever you choose to put it. (I used floor as the example because it may provide the most space as you could walk around it as well). Each player is a worm on a grid and the player is able to control the worm using their hand. The objective of the game is to become the biggest worm in the server. You do so by 1. Collecting orbs around the map 2. Eliminating other worms and taking the orbs that they drop. (You are able to take orbs that another player may have eliminated). There is a boost button but it costs orbs and makes you smaller but also allows you to make plays and eliminate other players. There is a leaderboard and customizable options to be a unique worm. Game objective Collecting Orbs: As players navigate their worm around the AR map, they'll come across orbs scattered in the virtual environment. Each orb a worm consumes will make it grow larger. Eliminating Other Players: Players also increase their size by eliminating other worms. This happens when a worm manages to encircle or block another worm by forcing it to crash into its body. The eliminated worm drops its orbs, which can then be collected by others. Surviving: An integral part of the game objective is not just growing, but also surviving. Players have to avoid being trapped or eliminated by larger worms. Success in the game looks like growing the largest worm within the server, staying alive the longest, and topping the leaderboard. Players could also set personal objectives such as achieving a certain size or score, eliminating a certain number of worms, or surviving for a specific amount of time. Failure, on the other hand, would mean getting eliminated by another player or failing to grow your worm sufficiently due to a lack of orbs or tactical maneuvers. Once eliminated, a player would need to start over again, with their worm regenerating at the smallest size. Theme, setting, visual style Visual Style and Setting: The game occurs in a player's real-life space, transformed into a virtual grid-based battlefield with the power of AR. The setting is flexible and adaptive based on the player's environment - it could be their living room, a park, or their office floor. While the real-world setting is variable, the in-game graphic assets would maintain a consistent style. The visual style could be minimalistic and brightly colored, similar to Agar.IO and Worm.IO. Worms could be rendered as colorful, glowing entities moving along the grid, while orbs could be shiny, eye-catching particles to incentivize collection. Graphic Assets, Virtual Effects, and Audio: The worms and orbs would be the main graphical assets. They can be designed in a variety of colors and perhaps even customizable skins or patterns for the worms. Virtual effects could include a glowing trail left behind by the worms, or a visual burst when a worm is eliminated. When using the boost feature, there could be a dynamic speed blur effect. The audio should enhance the gaming experience - think upbeat and energetic music that builds up intensity as the player's worm grows larger. Sound effects would signal key events like collecting orbs, boosting, and eliminating/being eliminated. In summary, the theme brings together real-world surroundings and a vibrant, dynamic virtual world, promoting competitive yet fun gameplay. The overall style is visually simple yet engaging, allowing for the main focus to be on the strategic gameplay. Gameplay Scoring Simple its basically the amount of orbs you have collected/ players eliminated. Player mechanics What's Happening Around Them: Players will see other players' worms moving around on the AR grid in their real-world environment. Orbs will be scattered across the game field, and players will see other worms consuming these orbs to grow larger. As the game progresses, players will witness battles between worms, with smaller ones getting eliminated and their orbs getting scattered for others to collect. The leaderboard can be a floating, translucent interface element that updates in real-time, allowing players to check their rank and the top players' sizes at any moment. Actions in the Game: Movement: Players control their worm using their hand, possibly via a handheld controller or hand-tracking AR technology. Players guide their worm around the game field, collecting orbs and trying to avoid or trap other worms. Collecting Orbs: As the player's worm encounters orbs on the map, they'll automatically consume them, leading to the worm's growth. Boosting: Players can activate a boost that makes their worm move faster for a brief period. This action consumes orbs, making the worm smaller but can be strategically used to outmaneuver and trap other worms. Eliminating Other Worms: Players aim to encircle smaller worms or force them into a position where they crash into the player's worm, causing the trapped worm to get eliminated and drop its orbs. The mechanics of the game are thus a blend of strategic planning, quick decisionmaking, and tactical maneuvers. Players need to balance between growing their worm, surviving, and eliminating others to secure their position on the leaderboard. Object mechanics The only objects would be the player interaction when eliminating each other or picking up orbs. I would like both to feel very satisfying. Interaction design I think it should be a smooth movement of your hand almost like the worm is an extension of the arm. Boosting could be triggered by 1. hitting a button or making a certain hand gesture. User interface and feedback The most important UYI element will be the scoreboard that shows the top 10 worms and their scores. And then under that, you see your position on the leaderboard and your score. Technical details Engine Unity or unreal engine as it has many capabilities to make a 3d AR game. Target platforms I would like itr to be as accessible as possible but I believe it would work best in a AR headset.