Uploaded by Kenny O

Vintage Arcade Game Design Document

advertisement
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.
Download
Study collections