Asym Multiplayer Game: Progress

These are the core ideas we agreed upon for our game –

It is a split screen 2 versus 1 Arena  Combat multiplayer game.

It’s going to be set in a single hexagonally shaped arena with pillar-shaped platforms.

There are going to be three playable characters.

Player 1 has a jetpack and has 2 attack abilities, Is more agile(move faster and jump higher) but does less damage. Their default weapon is a quick fire gun. Is viewed from over the shoulder third person camera viewpoint.

Player 2 is a heavy, meaning they are less agile but do more damage. They also have 2 attack abilities. Their default weapon is a heavy laser beam or a machine gun. Is also viewed from over the shoulder third person camera viewpoint.

Player 3 is the boss. They can’t move but they can rotate themselves. They have 4 attack abilities and has a weak spot. The boss has multiple attack phases. The phases haven’t been finalized yet, but in some phases, the boss would not take damage. They are seen from a top down perspective.

 

Goals of the game –

For players 1 and 2, they have to team up and defeat the boss to win.

For player 3, they have to defeat the other players to win.

 

Gameplay style-

Primarily will feel like a 3rd person shooter with some light platforming involved, for Players 1 and 2.

For Player 3, the boss, it will feel like a top down action game with elements of real time tower defense.

 

Aesthetics –

Low poly, 80’s wireframe aesthetic would be used to give a sense of stylized futuristic atmosphere.

 

Further Elements for consideration –

The special abilities of each player still need to be elaborated upon further. At this stage it seems like, the abilities involve spawning bombs and spikes for players 1 and 2, and for player 3, it is to spawn turrets, special melee moves, bombs and more.

 

Playtest in class –

We only had a demo to show and explain to players what the game would be like. So it was difficult to get any feedback that helped with our development. There was only the arena which received positive feedback. It is unfortunate that we could only have this to show. However it only goes to show how much harder we need to work in order to produce a finished prototype.

 

Reflection on Development –.

It had definitely been tough with all our members focusing on other aspects of school. There is also our inexperience with designing an asymmetrical multiplayer game with such a small time frame. We have started to make progress at least and leave the ideation phase which shows promise for future development.

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