© 2007, Blade Edge Software Drop Zone Design Document v1 Do Not Redistribute Page 1 10/26/2007 © 2007, Blade Edge Software Overview Game Concept Players use Drop Ships to control ground unit movement over a map in order to seize territories and destroy the opponent(s) base. Game Setting and Genre The game world in Drop Zone will be set in the future. As of right now, Drop Zone has no singleplayer aspect, so no backstory is needed. The future setting is for the use of hover-jet unit transports, and also opens up interesting unit possibilities. The game is a top-down 2D action/strategy game with 3D graphical elements. Platform Support The game will be initially designed for keyboard/mouse control on the PC, Mac and Linux platforms. Control will attempt to be adapted for XBox 360 controllers as well. Technology The game will be developed using Torque Game Builder, with Torsion for source code editing. Gameplay Overview Game Setup Games start on a 4-sided map that is fully navigable by each player. For simplicity sake, we will only have 2 players (up to 4-16 players, co-op online play, etc can be added later). Each player has an Airbase at opposing ends of the map. This Airbase contains all the key elements for a player's strategy, including unit Barracks and Hospital, an Academy, Repair Hangar, Landing Field and air/ground defensive emplacements. Each player begins with 4 Drop Ships at their disposal, of which only one can be flown at any given time (a co-op mode could allow teams of up to 4 players to fly each Drop Ship) – each Drop Ship is the same, so it's like having 4 lives. Players do not start with any units. Fig. 1 – Basic Airbase design The Drop Ships Do Not Redistribute Page 2 10/26/2007 © 2007, Blade Edge Software Drop Ships are housed at the player's Airbase on the Landing Field. When the Drop Ship in use is landed on the Landing Field, the player can select a new Drop Ship to control if they wish. Control To control the Drop Ship, the player uses a combination of WASD and arrow keys (the Xbox 360 controller will utilize both analog joysticks). The WASD keys control pitch and lateral thrust, while the arrow keys control rotation and altitude. To be more specific: the W key pitches the nose down for forward flight, and the S key pitches the nose up for reverse flight. The A key provides left lateral thrust (strafing), while the D key provides right lateral thrust. The Up Arrow makes the dropship rise higher, the Down Arrow makes it sink lower. The Left Arrow rotates the craft to the left, and the Right Arrow rotates the craft right. Movement The Drop Ship is not a fixed object that the game world moves around. It is instead a combination of both fixed and free movement. Initially a Drop Ship is free to move about the screen, however when it approaches the edge of the screen, the game world starts to pan in the direction the Drop Ship is headed. This panning effect quickly moves the camera to place the Drop Ship in the center of the screen so that it appears that the Drop Ship is a fixed object and the world is moving, when it is in fact both. If the Drop Ship slows or reverses direction, the screen lock is broken and the Drop Ship is again freed to move about the screen until it hits another edge. Damage Drop Ships can receive damage from ground-based defensive emplacements (AAA, SAM) as well as from enemy Drop Ships (carrying units) and ground units. When a Drop Ship is damaged, its overall performance is lessened (control, speed, maneuverability) and it needs to be taken to the Repair Hangar for servicing. The Repair Hangar can hold as many Drop Ships as the player has at their disposal, but it can only service one at a time. When a Drop Ship is done being serviced, it gets towed back out to the Landing Field, where it can be swapped back into service. Drop Ships destroyed in flight will cause the loss of all units on board, and the camera will pan back to the player's Airbase for selection of a new Drop Ship. If none remain, that player loses by forfeit. (Drop Ships that are killed in co-op mode could re-spawn after a set time, but never more than there are players currently on a team) Attack Drop Ships are not offensive platforms, however when loaded up with certain units, gun ports will be automatically manned, allowing the Drop Ship to return fire if fired upon. This is highly ineffective against ground emplacements and even other Drop Ships however, and more of a means of helping to secure a hot Drop Zone during landing. Flying Since this is a jet hovercraft, it moves in the same way the space ship in Asteroids does. If the player lowers the nose and enters into forward flight, releasing the Up Arrow will level the Drop Ship but will not stop its forward momentum. Eventually, air friction will cause the Drop Ship to stop, but in order to quickly cancel its forward flight the player has to pitch the nose up. The same applies for both lateral thrust and rotation, although in each case the less momentum generated the shorter it will take for the ship to stop on its own. Forward/backwards and lateral motions take longer to cancel out than rotation. Only altitude changes do not require the cancellation of generated momentum. As the player gains altitude, the map grows smaller in the screen, and larger as the player sinks. Drop Ships will have a maximum altitude. The weight of a Drop Ship, which is dependent on the number and types of units loaded, will also affect speed and maneuverability. Do Not Redistribute Page 3 10/26/2007 © 2007, Blade Edge Software In the UI HUD there will be an Altitude Bar as well as a Terrain Level Bar superimposed atop each other. As the player flies the Altitude Bar will reflect any changes the player makes in their height, while the Terrain Level Bar will reflect any changes in ground height. If the Terrain Level Bar ever hits the Altitude Bar, the player will crash (given enough forward velocity – at the very least damage will be caused unless velocity is near zero for a landing). The rate at which the Drop Ship changes altitude directly depends on its velocity (forward, backward or lateral). Therefore to land safely the Drop Ship must be traveling at near zero velocity (near zero means within a certain speed range, not necessarily exactly 0mph). This means that the fastest way to land a Drop Ship is to come in fast while dropping, flaring the nose up at the last possible moment to kill velocity while still descending for a soft touch-down. While in transit, the Drop Ship will consume fuel. The rate at which fuel is consumed is based solely upon the weight of the Drop Ship, which in turn is governed by the amount and types of units loaded aboard. An overlay option will be available to let the player see the Drop Ship's current range based on fuel level and load. To refuel, a player simply has to land the Drop Ship at the Landing Field on their Airbase to begin the refueling process. The amount of fuel needed to be replaced dictates the length of the refueling process. Players can also use Refueling Stations, which will be discussed later. Drop Ships that run out of fuel will crash with all units aboard, and the camera will pan back to the player's base so they can select a new Drop Ship to fly. If none remain, that player loses by forfeit. (Again, co-op rules will differ) The Units Again, to keep things simple only two units will be used for initial game design – the Engineer and the Grunt. Units are trained at the Academy and housed in the Barracks/Hospital. The important thing to understand about units is that players do not have direct control over them, which will be explained further in the following sections Training Units are trained in the Academy which regularly spits out new units, which then move over to an empty Barracks building (of which there are several) closest to the Landing Field. While a player is on the ground at their Landing Field, they can change unit training priorities, which are sliders that control how often the Academy creates one unit over another. The amount of time it takes for the Academy to create units depends on the Morale of the player's units, which will be discussed later. The Academy will stop training units when the Barracks are full. The amount of units a player can barrack is capped equally for both players at the start of the game. This cap can be increased by controlling Battle Zones, discussed later. Loading Units are loaded onto a Drop Ship in two locations, the Landing Field and a Drop Zone. When the active Drop Ship is on the ground in the Landing Field, the player can drag and select units in a Barracks building and click a UI button to start the units moving towards the Drop Ship – units do not instantly transfer. When they reach it, they will automatically load. The more units, the longer the loading process will take. Upon units leaving the Barracks, the player also can start the transfer of any units barracked in buildings farther from the airfield to buildings closer to the airfield. When in a Drop Zone, any units also in the Drop Zone will be selectable for loading onto the Drop Ship and will load in the same manner as described for the Airbase. A UI display will let the player know how full the Drop Ship is. Some units will take up more space than others, and some will move faster than others. The more units and the combination of units loaded will increase the weight of the Drop Ship. Healing Do Not Redistribute Page 4 10/26/2007 © 2007, Blade Edge Software Units that are med-evac'd to the Airbase will be transferred to the Hospital, where they will heal. The transfer process takes time depending on the amount of wounded being transported. The same goes for the healing process – the more wounded a unit the longer it will take to heal. When back to health, the unit will be discharged and transfer to the Barracks building closest to the Landing Field. Hospitals can only take on so many units before becoming overwhelmed. If more units arrive than there is space for, more severely-wounded units will be triaged. The level of health that triggers a med-evac call can be set per-unit at the Hospital when the player is on the ground at their Landing Field, as can the level of health at which a unit is discharged, in case they need to be cycled out faster. Units that are wounded very seriously and can no longer walk will need to be driven to the Hospital by ambulance, which can only take a few units at a time and could lengthen the unloading process. The Grunt A Grunt is the game's attack unit. When loaded into a Drop Ship, they take up gun ports and return any fire directed at them. When deployed on the ground, they hold defensive positions or attack any enemy Grunts they encounter while on Patrol. The Engineer An Engineer is used to build offensive and defensive structures on the map. They cannot attack, and will always remain out of the line of fire unless they are constructing something, in which case they will keep working until they are killed. They won't be targets unless they are the last units remaining in a battle or they are busy building a structure. When deployed, they will Patrol to the nearest Build Pad. Ground Conflicts All major conflicts in the game will take place on the ground, as there are no air units besides the Drop Ships. Drop Zones Drop Zones are marked areas on the terrain where a Drop Ship can land to deploy units. At the start of each game, all Drop Zones are uncontrolled. In order to gain control of a Drop Zone, the player must secure it. When a Drop Ship lands in a Drop Zone, eight (8) areas ringing the Drop Zone are highlighted. By clicking on units and dragging them to a highlighted area, the player assigns that unit to secure the Drop Zone. When at least four (4) of the eight (8) areas are occupied by units, the entire Drop Zone is secured. More units can be placed to further secure the area. Secured Drop Zones are highlighted in the player's color. This does not by itself, however, prevent enemies from landing and deploying units. There are two Drop Zones found in every Battle Zone, one at each end, except for Battle Zones connected to Airbases. In this case, Drop Zones are only located at the opposite end of the Battle Zone from the Airbase. Do Not Redistribute Page 5 10/26/2007 © 2007, Blade Edge Software If ground units Patrol to a Drop Zone on the opposite side of a Battle Zone, they will automatically secure the Drop Zone with the maximum number of units available to fill the perimeter slots. Fig. 2 – Battle Zones (blue) with their random IDs and Drop Zones (red) Battle Zones Battle Zones are rectangular areas of the map where ground units will attack each other. Battle Zones are outlined both on the terrain itself and the mini-map. Units can only attack units in the same Battle Zone. At the end of each Battle Zone can be attached at least one and up to three adjoining Battle Zones. In order to gain control of a Battle Zone, the player must secure the Drop Zones on either side (because of this, Battle Zones attached to Airbases always belong to the player that controls that Airbase). Controlling Battle Zones is important for several reasons: 1. Units can only move on the ground in Battle Zones. In addition, moving to an adjacent Battle Zone can only be done if the Drop Zone in each Battle Zone that is adjacent to the edge to be crossed is controlled by the player. 2. Controlling Battle Zones allows the player to construct defenses (AA and ground emplacements) along with supply facilities to hinder their opponent's operations and improve theirs. 3. The more Battle Zones a player controls, the higher their unit morale. The higher a player's unit morale, the faster engineers build structures, the faster Drop Ships are repaired and refueled, and the faster new units are churned out from the Academy and healed in the Hospital. 4. Controlling Battle Zones increases the player's unit cap. An overlay option will show the player how many more possible units they will gain by controlling a certain Battle Zone. Amounts will vary. Unit Battles Battle dynamics are simple, since the player is not in direct control: whoever has more units wins, however fuzziness and battle-length allows for close-odds battles to tip either way. For example, a 25 vs. 5 battle will definitely result in a victory for the greater army, and that victory will come about quicker. A 20 vs. 10 battle will also result in victory for the greater army, however since the odds are closer the battle will take longer to complete and there may be a chance the smaller army will get reinforced before their numbers dwindle too much. In a 5 vs. 5 battle or even a 5 vs, 7 battle, victory could go to either side. Do Not Redistribute Page 6 10/26/2007 © 2007, Blade Edge Software Fig. 3 – Shortest Patrol route from one Airbase to another Battle Control So how does a player control his units on the ground when he's off flying his Drop Ship on the other side of the map? Units have predictable behavior and when in need of direction, will radio in for instructions. These requests will queue up in a UI element for the player to see and be handled one at a time and respond via numeric keystrokes. Unit Patrolling When not assigned to secure a Drop Zone, units deployed in a Drop Zone will spread out, but stay within the Drop Zone until they are set to Patrol. Players can fill a Drop Zone with units by making several trips, and clear them to Patrol all at once, or set them on Patrol immediately after unloading them. If the Battle Zone is not controlled, units will Patrol from one end of the Battle Zone to the other and secure the second Drop Zone. If the Battle Zone is controlled, units will Patrol towards the enemy Airbase. While on Patrol, they will attack any ground emplacements and enemy units they encounter on their way to the opposite Drop Zone or the enemy Airbase. Radio Contact There are several reasons why a player's units will radio in for instructions. When instructions are radioed in, they will include the type of contact (discussed below), the Battle Zone ID (displayed on the mini map) and the number troops involved (this does not apply to all contacts). This data will also be displayed on the HUD if the player accepts the contact. Retreat If units are vastly outnumbered, whether from the start of the battle or after the enemy reinforced, they will radio in and ask whether to Retreat to the nearest Drop Zone for pickup, or hold their position and await reinforcements (which the player does not have to provide). Retreating troops suffer only half damage, but deliver only half as well. Med-Evac If units are no longer under fire, the severely wounded will request a Med-Evac from the nearest Drop Zone. This request, if the player accepts it, will be canceled if the units come under fire again on their way to the nearest Drop Zone. The level of health at which units call for a MedEvac can be set at the Hospital in the player's Airbase. Do Not Redistribute Page 7 10/26/2007 © 2007, Blade Edge Software Advance When units automatically secure a second Drop Zone and thus a Battle Zone, they will radio in a request to advance towards the enemy Airbase, if possible. Build Structure Engineers deployed in a Battle Zone will immediately move towards the nearest Build Pad and upon reaching it, radio in and ask the player what structure they would like constructed. Engineer Evac Once all the Build Pads in a Battle Zone are used, the Engineers will move to the closest Drop Zone and radio in for pickup. In addition to units radioing in, the player can type in the Battle Zone ID and radio the units on Patrol in that Battle Zone to muster at the nearest Drop Zone for pickup. Ground Structures In addition to units, the player can build ground emplacements to help fight both ground-to-ground battles and ground-to-air battles. Build Pads Not every Battle Zone has to contain Build Pads, and there is also no limit to how many Build Pads a Battle Zone can contain. Engineers are required to construct anything on a Build Pad, and even if there is more than one Engineer, they can only work on one Build Pad at a time, although a greater number of Engineers decreases build time. Structures – Ground-to-Air AAA Anti-Aircraft Artillery is less damaging, but more effective at deterring Drop Ships thanks to its fast rate of fire and fast tracking ability. SAM Surface to Air Missile emplacements can pack a deadly punch if they manage to lock onto a Drop Ship. Players that fly within range of a SAM site will see a targeting cursor attempt to lock onto their ship (along with audio cues). By flying out of range or avoiding the cursor they can avoid a missile launch. If the emplacement locks on, the missile will launch and the player will have to fly out of range of the SAM site to lose the missile lock, while avoiding the missile itself. Structures – Ground-to-Ground Bunker The Bunker is a highly-fortified ground structure that is not susceptible to air attacks. It can house four (4) units who are protected until the Bunker is destroyed by ground unit fire. .50 cal The .50 caliber machine gun emplacement is devastating to ground units thanks to its long range, but highly susceptible to air attacks from gun port-manned Drop Ships. Do Not Redistribute Page 8 10/26/2007 © 2007, Blade Edge Software Structures – Support Refueling Depot If the player does not wish to travel back to their base for a refuel, they can land at a Refueling Depot. The downside is that they cannot trade Drop Ships nor load any troops while doing so. Medical Unit Ground units in need of a Med-Evac can instead seek out the refuge of a Medical Unit within their Battle Zone. Medical Units are set to accept and discharge units based on the values set at the Hospital back on the Airbase. End Game Once a player's Airbase is overrun, or a player runs out of Drop Ships, the game is over and the remaining player is the victor. Do Not Redistribute Page 9 10/26/2007
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