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  1. Rebellion GDD
  2.  
  3. Introduction
  4.  
  5. Understanding The Rebellion
  6. The Rebellion is a pc RTS game with version for atleast linux and windows, possibly also MAC.
  7.  
  8. Project Overview
  9.  
  10. Design Goals
  11.  
  12. It is my goal to create systems which dynamically produce engaging and entertaining gameplay with player or AI input. Which can easily by diversified by creating different maps, units factions and other modifications. The game will feature a singleplayer campaign a skirmish mode and online multiplayer. The game will also be very easily modded with every unit, faction, ability and map being defined in a simple text file.
  13.  
  14. Features
  15. The game will have at least 2 factions, 10 singleplayer campaign missions, 10 units for each faction, functioning AI for both factions, 10 maps and 5 structures.
  16.  
  17. Functionality
  18.  Multiplayer: Online and local (no coop for campaign missions)
  19.  Gamewide Systems
  20. o Save / Load
  21. o Tutorial Messages
  22.  Faction design
  23. The game will always have 3 sides, the Rebels, the neutral civilians and the military.
  24. The rebels represent the unhappy people and the military the dictatorial rule
  25. Both factions require civilians to join their faction for units.
  26.  
  27.  Economy system
  28. Manpower:
  29. Each point of manpower represents one civilian joining your faction.
  30. There is a finite amount of civilians and thus a finite amount of manpower.
  31. Certain abilities and units will be balanced around making civilians hate your faction more but being more effective.
  32. Costing manpower income but being more effective in the short term.
  33. Manpower is earned by both factions by making buildings recruitment center and can be increased with certain buildings, units, and upgrades.
  34. Manpower income is modulated by how much civilians like/hate each faction.
  35. Which is modified by things like spreading propoganda and also killing civilians
  36. And a lot of different abilities and other things
  37.  
  38. Secondary resource (scrap or energy)
  39. Gathered by making buildings and units.
  40.  
  41. Almost every unit and building requires manpower.
  42.  
  43.  Combat Mechanics
  44. fog of war
  45. Objects blocking unit vision
  46. objects blocking unit shots (including targetted attacks)
  47. Aimed abilities (both damage and disables)
  48. Buff and debuff abilities with timers and/or energy constraints
  49. Global/commander abilities
  50. Static defence buildings (walls and turrets)
  51. Innocent civilians
  52. Buildings will not be single entities like units but consist of a predifined set of walls doors and windows, which units can enter and fight in. this includes most faction buildings and all civilian/map buildings.
  53.  
  54.  AI Systems
  55. ???
  56.  
  57.  Upgrade system
  58. The game will feature and expansive upgrade/tech tree which will unlock abilities, units and buildings as the game goes on.
  59. Upgrades will mostly require the secondary resource.
  60. Rebels can in some cases steal technology from military.
  61.  
  62. Game Flow
  63. The goal of the game is destroy every building of the opposing faction.
  64. The general playstyle of the rebels will be similiar to guerilla tactics, avoid the military and strike where they are defensless.
  65. The general playstyle of the military will be mostly hunting for rebel units and structures and trying to defend their weakpoints.
  66. Both players should be actively moving units out on the map looking for certain things.
  67. Rebel units will also look like civilians and not be automatically attack by the military making it important for both sides to pay attention to their units.
  68.  
  69. Setting:
  70. The setting is heavily inspired by half life 2.
  71. Featuring a similiar mix of alien and familiar technology.
  72.  
  73.  
  74. More detailed explanations
  75.  
  76. Rebels:
  77.  
  78. Buildings:
  79.  
  80. Starting Building: Teleportation lab: allows rebels to teleport units from teleporter to anywhere on the map.
  81.  
  82. Recruitment stand: gives manpower
  83.  
  84. Scrapyard: passively generates scrap income still requires units
  85.  
  86. Firing range: Create soldiers.
  87.  
  88. chopshop: create vehicles
  89.  
  90. woodenplank: allows rebels to create a bridge between pieces of empty terrain can pass between vertical levels.
  91.  
  92. Lab: research some upgrades and maybe some robotic units
  93.  
  94. barrier: similiar to wall but less strong.
  95.  
  96. Units:
  97. Worker: can gather scrap, spread propaganda and make buildings. buildings are required to be manned by workers. optional: can be turned into soldier by expending scrap.
  98.  
  99. Soldier: can be changed to have lots of different types of weapons, ammo, grenades, armor and other miscellaneous items. Can also holster to hide weapons, unholstering takes time can also sprint and walk.
  100.  
  101. mech: strong robot suit
  102.  
  103. Friendly alien: all kinds of special abilities.
  104.  
  105. buggy: basic fast vehicle with limited firepower.
  106.  
  107. bus: makeshift apc variant for transporting infrantry quickly.
  108.  
  109. ATGun: heavy weapon for taking out military armor moves slowly.
  110.  
  111. Suicide bomber: very effective but makes your faction hated more
  112.  
  113. Abilities:
  114. rebels can steal military vehicles, weapons and technology
  115. Anti vehicle balls: placed like mines will disable vehicles that pass over them.
  116.  
  117. Upgrades/technology:
  118. Weapon upgrades: revolver, smg, shotgun, assualt rifle, sniper rifle.
  119.  
  120. Military:
  121. Buildings:
  122.  
  123. Starting building: citadel: can create various units and produces energy. + some abilities
  124.  
  125. Artillery: Allows for long range AOE destruction
  126.  
  127. Headcrab launcher: works in a similiar way to artillery but instead creates uncontrollable headcrabs that attack everything
  128.  
  129. Walls and gates: Can be made several levels high with controlled gates and a walk way to walk on top of the wall
  130.  
  131. Energy generator: generates energy needs a worker to function
  132.  
  133. LMG enplacement: Basic energy shield plus lmg
  134.  
  135. Armory: for infantry and infantry upgrades
  136.  
  137. Vehicle factory: creates vehicles and vehicle upgrades
  138.  
  139. Synth factory: create synths and synth upgrades
  140.  
  141. unnamedBuilding: create powerful overlord alien.
  142.  
  143. Optional: Incubation chamber: for antlions and headcrabs maybe
  144.  
  145. Units:
  146.  
  147. worker used for building and required for most buildings to function.
  148.  
  149. Camera bot: for surveillance
  150.  
  151. Soldier: generic well armored soldier has a submachine gun and grenades
  152.  
  153. Elite soldier: possibly upgraded form soldier, has a pulserifle and special pulseorb ability and grenades
  154.  
  155. APC: with LMG and rocket launcher
  156.  
  157. Helicopter: with HMG and mines.
  158.  
  159. Gunship: with LMG
  160.  
  161. Dropship: with LMG
  162.  
  163. strider: LMG and AOE laser ability
  164.  
  165. Overlord: powerful alien creature with psyonic abilities.
  166.  
  167. Optional: Hunter
  168.  
  169. Abilities:
  170. Spider mines
  171.  
  172. Upgrades/technology:
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