GameDesign

stickyraffleΛογισμικό & κατασκευή λογ/κού

4 Νοε 2013 (πριν από 3 χρόνια και 7 μήνες)

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M
egalodon














Table of Contents

Contents

1. GAME OVERVIEW

________________________________
________________________________
4

W
HAT IS THE GAME
?

________________________________
________________________________
__
4

W
HY CREATE
THIS GAME
?

________________________________
______________________________
4

W
HAT DOES THE PLAYER
CONTROL
?

________________________________
______________________
4

W
HAT IS THE MAIN OBJE
CTIVE
?

________________________________
_________________________
4

W
HAT

S DIFFERENT
?

________________________________
________________________________
__
4

2. GENERAL FEATURES

________________________________
_____________________________
5

2.1

G
AMEPLAY
F
EATURES

________________________________
______________________________
5

2.2

S
ERVER
F
EATURES

________________________________
________________________________
5

3. ARTISTIC DESIGN

________________________________
________________________________
_
6

3.1

ART

STYLE

________________________________
________________________________
_____
6

3.2

TERRAIN

________________________________
________________________________
_______
6

3.3

CAMERA

________________________________
________________________________
_______
6

4. TECHNOLOGY

________________________________
________________________________
____
7

4.1

OVERVIEW

________________________________
________________________________
_____
7

4.2

GAME

ENGINE

________________________________
________________________________
__
7

5. MECHANICS

________________________________
________________________________
______
8

5.1

PLAYER

INPUT

________________________________
________________________________
_
8

5.1.1 OVERVIEW

________________________________
________________________________
__
8

5.1.2 CONTROLS

________________________________
________________________________
__
8

6.1.3 BASE CON
TROLS

________________________________
____________________________

11

6.1.4 CAMERA CONTROLS

________________________________
________________________

11

6.1.5 POSSIBLE UNIT COMMANDS

________________________________
_________________

12

6.2

WIN

STATE

________________________________
________________________________
____

13

6.2.1 OVERVIEW

________________________________
________________________________
_

13

6.2.2 WIN STAT
E INDICATOR

________________________________
______________________

13

6.3

GAME

ECONOMY

________________________________
______________________________

21

6.3.1 OVERVIEW

________________________________
________________________________
_

21

6.3.2 SKILL POINTS

________________________________
______________________________

21

6.3.3 SPENDING CREDITS

________________________________
_________________________

22

6.3.4
EARNING CREDITS

________________________________
__________________________

22

6.3.5 MAINTAINING COMMAND POINTS

________________________________
____________

23

6.3.6 STARTING RESOURCES

________________________________
______________________

23

6.4

HEALTH

/

SHIELD

/

SPRINT

________________________________
______________________

14

6.4.1 OVERVIEW

________________________________
________________________________
_

14

6.4.2 SPRINT SYSTEM

________________________________
_____________________________

20

6.4.3 SHIELD SYSTEM

________________________________
____________________________

14

6.4.4 HEALTH SYSTEM

________________________________
____________________________

14

6.5

GAME

INTERFACE

________________________________
_____________________________

15

6.5.1 OVER
VIEW

________________________________
________________________________
_

15

6.5.2 PLAYER TANK INFO

________________________________
_________________________

15

6.5.3 WEAPONS INFO

________________________________
_____________________________

15

6.5.4 MAP INFO

________________________________
________________________________
__

15

6.5.5 ECONOMY INFO

________________________________
____________________________

15

6.5.6 BASE INFO

________________________________
________________________________
_

15

6.6

BATTLE

UNITS

________________________________
________________________________
_

16

6.6.1 OVERVIEW

________________________________
________________________________
_

16

6.6.2 PLAYER V
EHICLE

________________________________
___________________________

16

6.6.3 TURRETS

________________________________
________________________________
__

17

6.6.4 ARTIFACT

________________________________
________________________________
__

17

6.6.5 AIR UNITS

________________________________
________________________________
__

18

6.6.6 GROUND UNITS

________________________________
____________________________

18

6.7

WEAPON

SYSTEM

________________________________
______________________________

19

6.7.1 OVERVIEW

________________________________
________________________________
_

19

6.7.2 LASER and MISSILES

________________________________
_________________________

19

7. FUTURE FEATURES

________________________________
______________________________

20

7.1

CONTROLS

________________________________
________________________________
____

20

7.2

WEAPON

SYSTEMS

________________________________
_____________________________

23

7.2.1 MINES

________________________________
________________________________
_____

23

7.2.2 CYCLE TARGETS

________________________________
____________________________

24

7.3

CONTROL

STRUCTURES

________________________________
________________________

24

7.3.1 OVERVIEW

________________________________
________________________________
_

24

7.3.2 CHECKPOST

________________________________
_______________________________

24

7.3.3 FORT

________________________________
________________________________
______

25

7.4

PLAYER

CLASSES

________________________________
______________________________

25

7.4.1 OVERVIEW

________________________________
________________________________
_

25

7.4.2 PLAYER CLASSES


COMPARISON

________________________________
_____________

25

7.4.3 SPECIAL ABILITY

________________________________
___________________________

26

POSSIBLE CONTACTS FEATURE

____________________________

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1. GAME OVERVIEW

What is the game?

The game is a fast paced, 3D
-
immersive, Player vs Player
,

combat

action

game for the browser
platform.


Why create this game?

We want to change and redefine the expectations of a browser game. We want to create a
game that enables the player to jump rig
ht into the game, without the hassle of
installing,
setting up

plug
-
ins, etc. Br
owser games, in general, enable

players to

jump right in. But the
current browser games are not 3D nor are very immersive. So we envision a browser game that
is both 3D and imm
ersive with opportunities for micro
-
transactional monetization.


What do
es the player control?

The player controls the Mecha
-
warrior / Tank driving
in an isome
t
ric style camera (Future Cop
L.A.P.D). T
he player also commands an arsenal of defensive and offe
nsive A.I units through his
command base.


What

is the main
objective
?

The main objective of the player is to defend his base while he aims to destroy his opponent’s
base using the aid of battle units.


What’s different?

A Tower
-
defense
-
with
-
offense type of 3D
multiplayer
game
in a browser has never been
attempted before.




2. GENERAL FEATURES



Player vs Player

Combat



Two players, scalable to more



Multiplayer



Multiple weapon system
s



Three types of AI units which spawns
automatically



Different behavior for each AI unit



Leveling and experience system



Isometric
Spectator Camera


2.1 Gameplay Features



The player engages in a compelling duel with the opponent to win.



The strategy li
es with
controlling
the
spawning of u
nits
.

The

player must find

the right
balance between releas
ing offensive and defensive units.


2.2 Server Features



The game is ‘Server
-
Authoritative’. Conflict resolution occurs in the server and
is
communicated to all players.



Server maintains all real time inf
ormation about each player and all units, but transfers
only appropriate information to the players when it is relevant.




3
. ARTISTIC DESIGN

3.1
ART STYLE

Our game features the art setting of a realistic
-
future in a strange planet/Underground city. The

concept art from our artists made us realize that we are looking for a Sci
-
fi theme.

Some of the
reference images can be found below.






3.2
TERRAIN

The gameplay area is a Battle arena in the future. The ar
ena is a gladiator
-
type closed
combat
-
battle ground
. So it has a dark, rusty and gritty feel to it.


3.3
CAMERA

Our game features an isomeric tracking camera with a certain degree of interactivity.

This
explained in more depth in section 6.1.4.


4
.

TECHNOLOGY

4.1
OVERVIEW

As the game is

for the browser platform, the game is built using Javascript and WebGL.

The web
server is implemented using Node.js.



Google Chrome

is used

as our default browser for development and testing.



Javascript

is a scripting language that is dynamic and supports object
-
oriented and
functional programming styles.



WebGL (Web
-
based Graphics Library) is a software library that extends the capability of
the

JavaScript

to allow it to generate interactive 3D graphics
wi
thin any compatible web
browser like Chrome.



Node.js is a software system designed for writing scalable internet applications, notably
web servers. Node.js consists of Google's V8 JavaScript engine plus several built
-
in
libraries, which is useful in writ
ing servers in JavaScript, using event
-
driven,
asynchronous I/O.


4.2
GAME ENGINE

Pterosaur is the g
ame engine that we are using for this project. This is an in
-
house engine given
to us by EA
-
OCCO.





5
. MECHANICS


5
.1
PLAYER INPUT



5
.1.1
OVERVIEW

The game aims to have simple and intuitive controls that the player will soon learn to use
without thinking. Both keyboard and
gamepad controllers are supported for player input.
The
player controls are divided into three major sections



Vehicle

Controls, Base controls and
Camera controls.


5
.1.2
CONTROLS

The player, to
the most part, controls the vehicle

for its movement and attack.

The following image and table
describes t
he basic
controls and the behavior of each

control










ACTION

BEHAVIOR


Move Foward

Keyboard :
W

Gamepad :

Left
-
Stick UP


On key
-
press
,
t
he player tank
begins
accelerat
ing forward really fast .
While the key is down, it continues to accelerate

till
it reaches its top
speed and maintains the top speed. On key
-
up, it

slows down to halt.



Move backward

Keyboard :
S

Gamepad :

Left
-
Stick Down


On key
-
press, t
he player tank
begins accelerating backward really
SLOW. While the key is down, it continues to accelerate till it reaches
its top speed. On key
-
up, it slows down

to halt.

Note: The backward acceleration and backward top
-
speed are lesser
than those of the Forward.


Strafe left

Keyboard :
A

Gamepad :

Left
-
Stick LEFT


On key
-
press, t
he player tank
slides to the left
for a short distance and
halt
s. The next ‘Strafe

left/right
’ key input is taken only after the halt.
This is not a continuous
-
motion
-
until
-
key
-
down like forward.


Strafe right

Keyboard :
D

Gamepad :

Left
-
Stick RIGHT


On key
-
press, t
he player tank
slides to the right for a short distance and
stops. The

next ‘Strafe left
/right
’ key input is taken only after the halt.
This is not a continuous
-
motion
-
until
-
key
-
down like forward.


Rotate Left

Mouse

:
Move left

Gamepad :

Right
-
Stick LEFT


On moving the mouse to the left, the player tank rotates left about
its
own axis. When the mouse is returned to its default position, the tank’s
rotation decelerates to a halt.


Rotate Right

Mouse

:
Move Right

Gamepad :

Right
-
Stick Right


On moving the mouse to the right, the player tank rotates right about
its own axis.

When the mouse is returned to its default position, the
tank’s rotation decelerates to a halt.


Fire
Laser

Mouse

:
Button 1 [Left]

Gamepad :

RT


Right Trigger


On button
-
press, the player tank fires the
laser

at the ‘Locked
-
on’
target.


Fire Missile

Mouse

:
Button 2

[
Middle
]

Gamepad :

Hold RT


Right Trigger


On button
-
hold
, the player tank
fires the ‘heat
-
seeking’ missiles.
The
the player has to
hold the button

till
the missile charges before firing
it.





Apart from the basic movement and attack

commands, the player also controls the targeting
systems.




Target lock
-
on



Keyboard :
Shift

Gamepad :

LT


Left Trigger


The player tank features an Auto
-
target and lock
-
on

feature
. The nearest enemy unit in the ‘Field

of View’
of the tank will be ‘l
ocked on’ by default. All the
remaining targets in the same ‘Field of View’ can be
targeted by cycling through them one by one.




5.
1.3
BASE CONTROLS

Though the player drives his tank into combat, he also controls certain aspects of his command
base.
The player controls the
spawn
ing of
offensive and defensive A.I units from the command
base through the in
-
game U.I.

The A.I units are spawned regularly at fixed intervals. The player
controls the release or holding of the units.




Figure
5.
1.


The game

feature
s

a U.I section containing icons of the spawn
-
able units. The player will be able
to spawn his units straight from the U.I either by clicking at the appropriate unit’s icon or by
pressing the corresponding key mapped to it.


5.
1.4
CAMERA CONTROLS

The isometric tracking camera aims at offering an immersive experience through its dynamic
behavior. The player controls the
camera’s
rotation
as he rotates the tank. The angling of the
camera can be also controlled




Camera Angling

The camera provides a
good vantage point for the player to view his surroundings. The
player can change the angles of the camera by the moving it forward or backward. The
angling helps in viewing further down or up the terrain fo
r a short time. After 3 seconds,
the camera begin
s to slowly center itself to its default position.
The camera follows a
‘Inverted mouse look’ pattern.























5.
1.5
POSSIBLE UNIT COMMANDS

One of the future features would be the player giving commands to his units. The
possible
commands will be

Follow

,

Kill yourself


and

Go here

.


5.
2
WIN STATE

5.
2.1
OVERVIEW

Each player has his own command base which has an Artifact protected inside. The Artifact
structure is of high importance and the player should defend it from

the infil
tration of enemy
units. The game is time
-
boxed and the ends after 5 minutes. The player gets a point every time
a

player
’s unit infiltrates the enemy’s base. The player with the most points at the end of the
game is declared victorious
.

Here
is the
image
o
f the
player’s a
rtifact.





Figure
5.
2.1



5.
2.2
WIN STATE INDICATOR

Both

players are
shown

which player is currently winning. The
number of enemy units that has
infiltrated the artifact is

displayed in the
game interface
.





Figure
5.
2.2



5.
3

HEALTH / SHI
ELD

5.3
.1
OVERVIEW

In our game, the player
tank has a set amount of Health and

Shield used by the player to his
advantage.


5.3
.3
SHIELD SYSTEM

The shield protects the player tank from taking damage. The shield reduces as the tank is hit.
It
re
generate quickly as it is not fully depleted.
When the shield reaches zero, further damage
would reduce the tank health.
When the
shield

is fully depleted, it will take longer to
regenerate

after a cool
-
down time

of
4

seconds.



Starting S
hield

30

[Upgradeable]

Cool
-
down before regenerate

4

seconds

Regeneration

10

points / second

A c
omplete regeneration will take 7

seconds


5.3
.4
HEALTH SYSTEM

When the player tank’s shield is completely depleted and he takes further damage, the tank
loses its
health. The player dies when the health reaches zero. The health does not regenerate.
The lost health can be regained by taking Health power
-
ups left by killed enemies.

Once the
player is dead, the screen locks at the place of death for a cool
-
down time of

10

seconds, before
the player tank is respawned at the Base.









Health & Shield Bars



Starting
Health

100 [Upgradeable]

Cooldown before respawn

15 seconds

Health Powerup

+50 health


5.4

GAME INTERFACE

5.4
.1
OVERVIEW

The game UI

conveys a lot of valuable information to the player, using different medium like
text, bar/meter and maps.

5.4
.2
PLAYER TANK INFO

The health and
shield values of the
player tank are represented in terms of bar/meter.




5.4
.3
MAP INFO

The map indicates t
he runtime positions of all the units in the play area. It is helpful in
strategizing based on the offense and defense of the enemy.




5.4
.
4
BASE INFO

The units that can be spawned from the base are displayed here as buttons with icons.



Releasing
:





Holding
:



5.
5

BATTLE UNITS

5.
5
.1
OVERVIEW

Our game has an arsenals of battle units distributed across three levels namely
ground units.
Each unit has a unique behavior and can be used strategically.





5.
5
.2
PLAYER

VEHICLE

The player to the most part controls this tank to combat the opponent. The tank has the
following attributes.
The player tank can be upgraded using the skill points [purchased using
credits or money].


ATTRIBUTE

DEFAULT

UPGRADE 1

UPGRADE 2

UPGRADE 3

Health

18

30

40

50

Shield

30 + 10
/sec regen

40 + 10
/sec

regen

50 + 12/sec regen

60 + 15
/sec

regen

5.
6
.3
TURRETS

Our game has two types of turrets. The base turrets
and neutral turrets



Base turrets: Defensive in nature. 6 turrets protecting the command
base

and the
artifact
. These cannot be
captured by the opposing team
.
When destroyed, base turrets
respawn after 30 seconds
. The
ir

attributes can be upgraded using Skill points



Neutral turrets: O
ffensive
in nature, these turrets can be captured

by the play
er
.
If

captured by the enemy, the player has to
destroy the turret

for it to become neutral
again.
Once it is destroyed the turret will respawn as neutral after 15 seconds.

These
turrets cannot be upgraded.






Turret

ATTRIBUTE

DEFAULT

UPGRADE 1

UPGRADE

2

UPGRADE 3

Health

3
0

40

60

80

Deactivation
time

30 sec

25 sec

18 sec

10 sec

Speed of fire

X

1.2x

1.5x

2x

Range/FOV

Radius r

1.1r

1.3r

1.5r



5.
6
.4
ARTIFACT

The artifact can be found well protected inside the command base by the base turrets. The
main goal of the player is defend his own artifact and
lead his ‘repulsor’ tanks to infiltrate
the
enemy’s

artifact. The artifact can be upgraded.



5.
6
.5
AIR
UNITS

Our game features a variety of
Air units each with a unique behavior. The air units are
collectively upgraded, they are not upgraded individually.




Protector:
A

massive

defensive

air craft which flies around the
repulsor units as well as
player
-

mech,
prot
ect
ing them
. This unit attacks enemy units only within range.



Predator: An o
ffensive

hunter
-
like aircraft. This unit locks on an enemy unit within range
and pursues it until death. If no enemy within range,
this unit
proceeds towards enemy
mech
, only until

an
other

enemy comes within range
.


UNIT

HEALTH

SPEED

(playe
r
speed

= 0.6
)

RATE OF
FIRE

UPGRADE 1

UPGRADE 2

UPGRADE 3

Protector

20

0.5

3 / sec

5
0

health

1.5y

rate

8
0

Health and

+50% speed

Predator

20

1

3 / sec

4
0

health

1.5y rate

6
0

Health and

+50% speed





5.
6
.6
GROUND UNITS

The ground units in our game have an unique behavior each. Just like air units, the ground units
too are collectively upgraded, not individually.



Repulsor:
A

basic A.I tank that rushes towards the enemy’s base while firing at enemy
units on its way. It randomly
c
hooses one of the
existing routes
.

It infiltrates the
enemy’s artifact.



Rectress
: A huge multi
-
legged tank. It slowly makes its way to the enemy’s base. It
a
ttacks
any enemy units within range
without stopping
.


UNIT

HEALTH

SPEED

(
playe
r
speed

= 0.6
)

RATE OF
FIRE

UPGRADE 1

UPGRADE 2

UPGRADE 3

Repulsor

4
0

0.3

2

50

health

1.5y rate

60

Health and

+50% speed

Rectress

8
0

0.2

6

90

health

1.5y rate

100

Health and

+50% speed



5.
7

WEAPON SYSTEM

5.
7
.1
OVERVIEW

Our game features a variety of weapon systems for the player tank.

These weapons can be
upgraded and purchased. Each weapon system differs in behavior and usage.

5.
7
.2
LASER and
MISSILES

Laser
s are the primary weapons
for the player tank. The player
can also
fire
the
powerful heat
-
seeking
missile
s

using the mouse
-
middle
-
button

or
r
ight
-
t
rigger in gamepad
.



Laser: A single, point
-
to
-
point

laser
.



Heat see
king missile: A single, powerful

missile, which slowly trails the targeted
enemy
until impact. The missile

goes bust if it doesn’t impact within 5 seconds.


UNIT

DAMAGE

AMMO

CHARGE

TIME

RATE OF
FIRE

UPGRADE
1

UPGRADE
2

UPGRADE
3

Normal

2

Unlimited

0

4

5

damage

10

damage

8

rate

of fire

Heat
Seeking

30

Unlimited

1
.5

sec

1

40 damage

5
0

damage

0.75 charge
time


















7
.
Future Features

7.1 C
ONTROLS



Action

Keyboard : Space bar


Gamepad : A Button


On key
-
press, the player tank performs the action on interact
-
able objects.
For instance, the player can capture neutral structures and turrets using
the action key when the tank is close enough.


Drop Mine

Mouse

: Button 2 [Middle]


Gamepad : RB


Right Bumper


On button
-
press, the player tank drops an activated mine at its current
position During ‘No
-
ammo’ or cooldown state of the mine, the button has
no effect.


Sprint / Boost

Keyboard : Shift + [w,s,a,d]


Gamepad : Left
-
Stick Button


On key
-
press, the player tank moves in the given direction at twice the
default velocity. The velocity boost is only till the sprint meter runs out.
Then the player cannot boost till the meter regenerates.


7.1.2 SPRINT SYSTEM

The sprint enables the player tank to go faster. The sprint can be compared to the NOS in the
‘Need For Speed’

game. The acceleration and the top speed are doubled during the sprint. The
duration of the sprint depends upon the Sprint Points left. Sprint p
oints decreases during the
sprint. The sprint comes to an end when the player releases the Sprint key or when the sprint
point reaches zero. The Sprint points regenerate over time.


Starting Sprint points

99 [Upgradeable]

Consumption

6 points / second

Regeneration

3 points / second

A complete sprint will last for 14 seconds

A complete regeneration will take 33 seconds




Reference images for Sprint UI



7.2 GAME ECONOMY

7.2.1
OVERVIEW

In our game, the player has to manage two resources, namely Credits and Command points.
Each resource has its own importance. Credit is the basic currency of the game. Player earns
more credits to spend it on spawning units, buying upgrades from store or b
uying skill points.
On the other hand, Command point is the key to maintaining a large army. The command
points limit the number of units that a player can spawn and control at any given time.

7.2.2
SKILL POINTS

The player can buy skill points using their

credits or actual money. The skills points can be spent
on special upgrades like the Artifact’s health, the player tank's attributes etc.




Reference images for the Special Upgrades using skill points.


7.2.3
SPENDING CREDITS

The player can
spend credits for purchase skill points and spawning units.



In
-
game : Spawn Air and Ground units.


UNIT

COST


AIR UNIT

COST

Player tank

200

Protector

10

GROUND UNIT

COST

Hell
-
copter

30

Repulsor

30

Phoenix

60

Chimera/Phantom

50

Predator

80

Rectress

120

Overlord/Odin

150




Pre
-
game : Purchase skill points.

Cost of the first skill point is 500 credits

Cost of n
th

skill point = (1.1) * cost
n
-
1

(Rounded off to the nearest tens)

So, cost of 2nd skill point = 500 * 1.1 =550

3rd skill point = 605

5th = 730 , 10th = 1180 and so on



7.2.4
EARNING CREDITS

The player earns credits by two events.



Killing enemy units using his/her tank [A.I units don’t earn credits for the player. The
player can earn credits only through his own kills]



UNIT

COST


Base

turrets

70

Player tank

250

Captured turrets

40

AIR UNIT

COST

Captured checkpost

20

Protector

30

Captured Fort


Hell
-
copter

70

GROUND UNIT

COST

Phoenix

100

Repulsor

50

Predator

120


Chimera/Phantom

80

Overlord/Odin

200


Rectress

150



7.2.5
MAINTAINING COMMAND POINTS

Each unit consumes command points (CP) during the time of spawn. The CP is returned back to
the player when the unit dies. More command points can be earned by capturing the control
structures.



AIR
UNIT

C
P


TURRET

CP

Protector

1

Captured turrets

1

Hell
-
copter

1

GROUND UNIT

CP

Phoenix

2

Repulsor

1

Predator

2

Chimera/Phantom

2

Overlord/Odin

3

Rectress

3



7.2.6
STARTING RESOURCES

Every game, the player starts with a preset amount of resources. Any amount of credits the
player might have already, is stored in the database. The player can retrieve it after the game.



FOR EVERY GAME


RESOURCE

STARTING VALUE

Credits

100

Command
Points

20



7.3

WEAPON SYSTEMS

7.3
.1 MINES

Mines are the secondary weapons for the player tank. The player drops the mines as he drives
away using the mouse
-
middle
-
button or right
-
bumper in gamepad. The mine can damage only
the enemy units.



Normal mine: A

single, ignition
-
on
-
impact mine. Enemy unit which collides with this
mine will take damage.



Proximity mine: A single, stronger mine. The mine ignites when any enemy unit comes
within a small range of it, even if the unit did not collide with the mine. Thi
s mine can be
targeted and shot down.


UNIT

DAMAGE

AMMO

COOL

DOWN

UPGRADE 1

UPGRADE 2

UPGRADE 3

Normal

15

3

10 sec

30 damage

5 sec

cooldown

5 ammo

Proximity

25

2

15 sec

40 damage

10 sec
cooldown

4 ammo


7.3
.2 CYCLE TARGETS



Keyboard :

Numeric Keys

Gamepad:

Directional Pad


During combat, The player gets to choose from a list of weapons for attacking. The available weapons
are displayed as icons in the In
-
game U.I. The Player can choose the current weapon by clicking the
desired icon or by pressing t
he key mapped to it.



7.4

CONTROL STRUCTURES

7.4
.1
OVERVIEW

Our game has structures that can be captured and controlled for command points. The
command points enable to spawn more units.

7.4
.2
CHECKPOST

Checkpost

is a smaller control structure. Capturing a checkpost rewards the player with 5
command points. On destruction by the enemy, the player loses the 5 command points that he
received as reward.




Health

30

On capture

+5 command points

On Destruction

-
5
command points

Cooldown before respawn

15 seconds

7.4
.3 FORT

Fort is a fortified control structure. The fort has 6 turrets. The fort can be captured by capturing
all the turrets. Capturing a fort rewards the player with 30 command points. Also it can serve as
a new spawn point from where the unit will further be spa
wned. By destroying the turrets, the
opponent can recapture the fort. The turrets do not respawn until
all the turrets have been
destroyed.




7.5

PLAYER
CLASSES

7.5
.1 OVERVIEW

The player can choose one of the three classes available which defines some of the unit
attributes as well as the Special ability. The KNIGHT class has the special ability of a stronger
attack called the Hell raiser. The MEDIC class has the

special ability of healing his units within a
range. The SPY class enables the player to cloak himself as enemy unit and evade the enemy
defenses. The player cannot be targeted nor attacked during the spy mode.


7.5
.2
PLAYER
CLASSES


COMPARISON

The playe
r gets to choose a new class before the start of every game. Along with the Special
ability, the choice of the player class affects the attributes of all the units that the player
spawns.


CLASS

STRENGTH

VALUE

WEAKNESS

Knight

Strong attack

+50% Attack
power

Normal speed,
Normal Armor

Medic

Heavy Armor

+50% Shield

4 units/sec
regeneration

Normal Attack,
Normal Speed

SPY

High speed

+50% acceleration

+50% Top Speed

Normal Attack,
Normal Armor


Each class has its own strength and weaknesses. This attributes applies to all units spawned by
the player too.

Turrets

6

[
3
0 health each]

On capture

+30 command points

On Destruction

-
30 command points




7.5
.3
SPECIAL
ABILITY

The special ability is defined by the player class. The ability can be activated by mouse
-
right
-
button or Y
-
button in

gamepad. The special ability can be upgraded collectively irrespective of
the current class.


CLASS

SPECIAL ABILTIY

DESCRIPTION

VALUE

CHARGE
TIME

COOLDOWN

Knight

Hell
-
raiser attack

C
auses damage to ALL
TARGETS within
range
/FOV

50%
health
damage

2 sec

45
sec

Medic

Heal

Heals all non
-
dead

units
within range/fov

50%
health
increase

2 sec

45 sec

SPY

Disguise/cloak

Not targeted/attacked by
enemy for limited time

15 sec

2 sec

45 sec



CLASS

UPGRADE 1

UPGRADE 2

UPGRADE 3

Knight

60% Health damage

30 sec
cooldown

75% health damage

+ 30 sec cooldown

Medic

60% Health healing

30 sec cooldown

75% health healing

+ 30 sec cooldown

Spy

20 sec

30 sec cooldown

30 sec usage

+ 30 sec cooldown