VisAward Computer Games Design Award

Design Document Spec by
Jun Sze Chun Chan
School of Computing
University of Teesside
Mutineer Online Spec.
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Notes
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This presentation briefly explains the design/game’s unique
features and gameplay.
Please read the notes for further explanations of the
contents/pictures shown in this presentation.
For more detailed gameplay ideas and features, please refer
to the design document.
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Mutineer Online
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PC MMO Beat’em Up
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Ranking System
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Powerful Character/Equipments
Realtime Physics Engine
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Instant swapping between 2 interfaces without gameplay interference
Units Control
Non-Targeting System
Strategic Skills
Customization
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No Leveling
3rd Person and RTS Gameplay
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Nation vs. Nation
Territory War
Battleground System
Strategy Focused Gameplay
Random Weather and Environment System
Quests and Items
Anti-Cheat Gameplay System
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PC MMO Beat’em Up
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A world of war, where PvP occurs everywhere. Players joining a nation
to war the others.
Never ending PvP. Invasions occur alongside the borders and players
have to defend/invade in order to expand their territories.
Over 80 players battling in one battleground. 200+ of the total numbers
are AIs. AIs’ re-spawn time depends on remaining posts in the
battleground and the nation’s resource available.
Strategy usage and forces’ morale determines the game’s difficulty.
Queuing system allows players to queue on a battleground. He’ll be
notified when a slot is available.
Limited potions usage increasing the game’s difficulty and allowing
queuing players to quickly join the battle.
Players died in the battleground will leave the battleground and
resurrects in the nearest village.
No time limit. The battle continues until one of the side fails to defend
their posts. New players can join the battle whenever there are free
slots.
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Nation vs. Nation
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4 nations warring each other.
Battles occur alongside the
borders (at the zones within the
border regions).
The grey area is a neutral
region that belongs to nobody.
Whoever captures all the zones
within the region will gain it.
Invasions continues randomly,
unless the nation’s out of
resources.
A high ranked and requirement
reached player can request to
start an invasion (if the nations’
resource allows).
AIs randomly invades enemy
territories.
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Territory War
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A region consists of many
different zones. And a
zone consists of few
areas.
The red areas are where
the battles occur.
Unsigned players cannot
access these areas.
Occupation of a region
ends when one
successfully seize all the
zones.
Posts capture, castle
siege, village war and
more.
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Battleground System
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Battleground differs from castle
siege to desert war.
Only signed up players can join
the battleground.
Possible to queue to join the
battle.
Realtime world system.
Battleground’s world is the actual
world.
A camp will appear and
surrounds the ground where
battle occurs. It serves as the
ground’s border.
The camp serves as loading
area.
Un-signed players cannot pass
the area.
Players can freely move around
in the camp while the ground is
loading.
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Ranking System
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Forsaking standard level system, ranking system prevents
massive grinding.
Player’s rank’s determined by his total score (total number +
percentage of wins).
Only skills levelling require experience points, which can be
obtained through battles and skills usage.
A rank determines a player’s stats, equipment and unit
usage.
Minor stats differences between players, ranks and AIs. This
allows new players to play against experienced players,
without worrying about overpowered high level players.
Similar stats’ AIs make the gameplay harder, and forcing
players to cleverly using strategy skills to make a easier win.
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3rd Person & RTS Gameplay
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Providing both 3rd Person
and RTS Interface (aka
Satellite Mode).
Instant swap between 2
interfaces with 1 single
button (Battleground only).
Units control can be done
in Satellite Mode
(Command giving).
Interface will be slightly
changed when swapping
between 2 modes.
Player Character can be
controlled in both
interfaces.
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Player Units
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Player units (aka soldiers) can be obtained by employments.
One can have up to 10 player units.
Units’ stats are independent.
Once they die, they’re gone forever together with the
equipments assigned to them.
Players can re-/un-employ their units.
Only player units can execute strategic skills.
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Non-Targeting System
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Dropping click and target
feature. Non-targeting
system provides AoE effect
which damages units within
a certain range.
Distance, timing and
direction determines
damage output and
defence’s success rate.
Higher tension gameplay.
Massive damaging sounds
provide more excitement
and urge of domination.
Using FPS movement
control and mouse clicks as
attack/defence. A more
flexible controls and
gameplay.
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Strategic Skills
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Using Environments as part of the skills.
Skills like creating a dam, trap, shortcut, using fire, flood and
more.
Weather affects the skills outcome.
Some of the skills requires preparation before actual
execution.
Preparation time depends on the total number of units
“working” and their stats.
Possible to help allies’ units in order to shorten the
preparation time.
Strategic skills’ outcome affects morals, which affects the
game’s difficulty.
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Customization
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Powerful character customization system. Using slide bars to
customize player character.
Every nation have their own style in armours and clothes.
Clothing is possible. It can be useful while travelling to the
enemy territories as camouflage.
Equipments’ colour can be changed by using dyes.
Enhancements can be done using rare materials and special
items.
Player units’ armour colour and their names can be changed.
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Realtime Physics Engine
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Random weather system.
Weather affects strategic skills. (i.e. Fire attack under heavy
rain results failed execution of the skills).
Skills changes the environments (i.e. Burned down trees).
Re-grow/Repair system (for burned down trees and ruined
castle gates).
Damage output depends on the distance and angle.
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Quests and Items
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Items can be obtained as findings in battleground or by doing
quests.
Quests consists of deliveries, monster hunting, battleground
missions etc.
NPCs are located all over the world. Some of the quests may
request player to go to the enemy territory (Depending on
the owner of the region). However, the quests destination
and NPC won’t change.
Black market allows players to obtain items from enemy
players (i.e. Items that happens to be found in enemy
territories only).
Players can buy/sell their items by using private shops, or
through auction which lets players bid.
Items can be used to create/customize and enhance
equipments.
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Anti-Cheat Gameplay System
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Ranking system prevents players from ”leeching exp”.
Idle players in the ground will be automatically kicked from
the ground (teleport to the nearest village), thus a free slot is
open for queuing players.
Skill experience points can only be gained by actual usage of
the skill.
Offensive skills can only be activated when there are
enemies within the range. This prevents ”bots” spamming
skills in battleground yet able to stay in the ground due to its
movements.
Items and gold can only be obtained through battles and
quests.
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Designed by Jun Sze Chun Chan
Mutineer Online Spec.
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