Project: Gauntlet - Current Iteration

Tuesday, February 16, 2010

Airborne - Gameplay - a multiplayer air combat game in Unity.

A breakdown of the prospective gameplay roadmap of this plane combat game.

Overview:


As the player, you control a plane.
The plane can be one of many types - each with different weapon layouts, and controls.

Controls that will change are:
  • Roll speed
  • Pitch speed
  • Bank speed
  • Thrust speed
  • Dive speed
The Weapon Layout is made up of three parts:
  • Primary gun (e.g: machine gun)
  • Projectile weapon (e.g: bomb)
  • Tactical item (e.g: smoke cloud, boost)
The Weapon Layout elements that will vary between planes are:
  • Primary gun
    • Rate of fire
    • Power of each hit
    • Scatter range
  • Projectile weapon
    • Rate of fire
    • Radius of effect
    • Power of effect
    • Axis of operation (e.g: drop straight down, fly straight forward) 
  • Tactical item
    • Custom behavior 
This should lead to enough variety between planes to make selection a tantalizing and game-making choice.

See the earlier game overview post with video for an outline of rate-of-fire and scatter range.

Objective:

Single player:
  • Destroy all targets on the ground in the fastest possible time.
  • Dogfighting - potentially, we shall see the AI complexities of this. 
Multiplayer:
  • 1-to-1 dogfighting.
  • Many-to-many dogfighting.
  • Team match (e.g: 5 vs 5)
    • All of the above should be functionally identical, no custom code required.
  • Protect and attack
    • One team / player must destroy as many ground targets as possible, while the other attempts to stop them.
    • Potentially: defender may use ground-based anti-aircraft guns.
  • Stunt run
    • I would love to implement a stunt run, awarding points for things like... flying close to the ground, buzzing buildings, diving, etc.
That's more or less the vision at present. It will clearly be implemented in a priority order (e.g: single player before multiplayer)

Let's see how it goes.

Questions, comments?

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