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Page 1: Dendrite

1

Page 2: Dendrite

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TABLE OF CONTENTS

No. Title Page #

1. Game Concept 3

2. Game Mechanics 4

3. Gameplay 6

4. Concept Art 14

5. Epilogue 17

Page 3: Dendrite

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CONCEPT / INFLUENCES

Dendrite is a Real Time Strategy (RTS) single player game set in a cellular scale inside

the human body. This game is for PC and Mac.

We aim to appeal to RTS fans

looking for new challenges set in exotic

worlds. In addition, “science” fans may take

an interest in the game’s biological premise,

and even those who aren’t that interested in

science may appreciate the novelty of an

RTS not based on historical or fantasy

battles. Dendrite aims to trigger the human

gift of imagination by allowing the players to

rethink their perceptions about the human

body. The game allows its players to

strategize and participate in the intercellular

wars thus allowing them to ponder and appreciate the magnanimity of the immune system.

While Dendrite uses many of the common game mechanics as developed by successful

RTS titles like Age of Mythology and League of Legends, what sets this game apart is its

location. Gamers are well-versed in RTS titles based in different locations such as space

(Starcraft), time period (Age of Empires, Age of Mythology), fantasy world (Warcraft, League of

Legends), etc. But none of these games explore the concept of human body as a tactical

battlefield. Unlike “infection” games’ focus on epidemics and the propagation of disease

between people (Pandemic, Plague Inc, or any zombie game), Dendrite focuses on cell-cell

interactions within the human body.

Influences

1. Age of Mythology (AoM)

Dendrite will be adopting core gameplay mechanics such as move, fight, select multiple units

from traditional RTS games such as the Age series and Warcraft III. By using these well-

established and tested techniques, our players can spend less time learning the conventions, and

more time absorbing the novelty of our game’s setting. In Dendrite, players will formulate real-

time tactics that are based on the individual troops’ strengths and weaknesses.

2. League of Legends (LoL)

Dendrite embraces LoL’s concept of Summoner Spells, Enemy Waves and also the Cool-down

effect. Summoner Spells will translate to secondary attacks in our game, such as paralyzing

antibodies. Enemy waves simulate the way the human body is continuously infected with

diseases. Cool-downs, for instance, serve to balance the special abilities in the game.

Page 4: Dendrite

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GAME MECHANICS

Following are the proposed game mechanics:

1) Primary + Secondary Unit Abilities: Attack + Collect

Scavenger B cell T cell

Primary ability

Short-Range Attack

(Chomping!)

Long-Range Attack

(Shooting

antibodies!)

Short-Range Attack

(Slashing!)

Special ability

Collect protein

(collect orbs from cell

debris!)

Paralyze

(Shooting special

antibodies!)

Critical Strike

(Stronger slashing!)

Special ability

mechanism

When enemies are

dead, protein orbs

float by their corpses.

They can be picked

automatically if

scavengers get close

to them (like the orbs

in Fable II).

With enemy unit

selected, click

“paralyze” icon

With enemy unit

selected, click

“critical strike” icon

Special ability

description / effect

Collect points! Need

them to upgrade the

special abilities of all

3 units.

Targeted unit unable

to move or attack for

a limited amount of

time (30 seconds).

Increased damage hit

on the targeted unit.

Table 1 - Summary of unit abilities.

All 3 units have a primary and special ability. The primary ability/attack is done automatically

when an enemy unit is right-clicked. Scavengers and T cells are melee units, much like a hoplite

in Age of Empires. The B cell on the other hand is like a catapult or archer, as it will get to a

certain distance, stop, and attack.

The secondary ability is automatic for the scavenger based on proximity, and has to be clicked

for the B and T cell. In the latter case, it will be an icon on the bottom left of the screen, and it

will have a cool-down before it can be used again.

Page 5: Dendrite

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2) Select

Classical unit selection in RTS. Either click on the units individually,

or click and drag a box over multiple units (see right).

3) Move

With the unit selected, right click on the map to set the unit moving

there. The unit will try to take the shortest route, or the route that is

not blocked by the terrain inside the body.

4) Upgrade

Upgrades are purchased with Protein points, which in turn are orbs

acquired from killing enemies. Scavengers can only pick up protein.

3 different colours of protein will be available for pickup, each colour

representing each unit. This way, the player will have a pool of all 3

colours and will be able to upgrade all 3 units. The player won’t mistakenly

mega-upgrade just the scavenger and leave the B and T cell at a level 1.

For instance, antibody attacks can be upgraded to be increasingly powerful / accurate / have

different effects (just paralysis, paralysis + “poison”) / have improved chances of success.

eg, “Progression for a B Cell”

In the diagram below, step 2 might be the decision between a dimeric or pentameric antibody.

One deals less damage, with a shorter cooldown, the other deals more damage with a longer

cooldown, for instance.

Progression for a B cell

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GAMEPLAY

User Interface / Game “Snapshot”

Example screencap of a B-cell and several scavengers engaged in combat with bacteria.

Specifically, one B-cell and three scavengers are selected here (the latter are displayed with the

smaller icons in the middle). Many conventional RTS elements have been kept, including the

“profile pic”, the map, and attack/stop buttons. The special ability has been used in this instance

(“paralyze”), and is recharging, denoted by the clockwise cool-down animation. In the meantime,

the B cell is in engaged in primary attack, shooting its antibodies.

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STORYBOARD

Begin with

scavenger cells.

Click and drag

a box around

the units to

select them.

Notification

About Wave 1!

Can right click on map to move

selected units to zone A.

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Along the way, right-click on

terrain to micro-maneuver.

Here are the enemies!

Right click on the

bacteria to attack.

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Enemies dead.

Only 1 scavenger

casualty. But wait, the

dead bacteria

left behind

protein points.

Approach the

points with the

scavengersto

pick them up.

Protein point

counter.

Let’s head back to

the center of the

map

B cells have

spawned here!

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Quelle belle surprise! New

units: B cells! And also…

The scavenger

that died earlier

has respawned!

B cells are

now

selected.

Notice their

special

attack.

We’re told to prepare for the

next round. This upgrade icon is

also glowing: let’s click on it.

Page 11: Dendrite

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The upgrade tree has popped up.

..to purchase

Some upgrades

Ready for Wave 2!

We can use these points…

Page 12: Dendrite

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Gameplay details

The game will allow you to command scavenger cells, B cells and T cells.

● Scavengers act as scouts and basic infantry. They eat and digest enemies, and take their

remnants to the lymph node. The lymph node houses the B and T cells, which wait to be

activated by the scavengers.

● B cells make antibodies, acting as long-range units. T cells become close-range units.

● B cells can shoot antibodies, and T cells slash up-close. Enemies come in waves and are

constantly trying to take over the “Zones” in the map, which represent areas prone to

infection.

Left: example of a level mid-game; 3 zones on

the map to defend, each zone is invaded by a

different species of bacteria. Scavengers start

from the middle. Part of the challenge requires

estimating how many scavengers to send to

which zone.

Player progression

1. Wave 1: bacteria enter, start attacking zones.

2. Player has to get to kill them with scavengers. Collect their protein points when they die.

3. Player has to go back to lymph node (center) to recruit B cells.

4. Wave 2: more bacteria enter. These units are larger and fiercer.

5. Player has to fight enemy wave 2 with B cells.

5.1. B cells paralyze them by shooting them with antibodies.

5.2. Easier to attack them now with scavengers.

6. After Wave 2, T cells are unlocked.

7. Wave 3: Even more bacteria. Player can now fight them with scavengers, B cells and T

cells.

8. Player moves to next level after killing a specific number of enemy waves. This number

changes from level to level.

Page 13: Dendrite

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Waves and Enemies

The battle part of wave 1 can be easily completed by basic attacks. Current placeholders are

three to four attacks. Then the scavenger needs to go back to the base camp for the recruitment of

B cells.

Wave 2 will consist of several groups scattered in the map. The enemies in Wave 2 are of

different types - small to mid-sized. Mid-sized enemies will likely be killed within five to ten

attacks.

Wave 3 will consist of big boss-sized enemies (with shields, shorter paralysis time) and

additional tough enemies which can be beaten by the 3 characters if the player is able to employ

the right strategies at the right time.

Page 14: Dendrite

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CONCEPT ART

The art in Dendrite aims to reflect the dramatic aspects of cell life (or death, rather); pathogen

engulfment, cell lysis and juicy explosions of cytosol.

Scavenger

The vacuum cleaners of the

human body, scavengers

consume just about any

foreign entity, provided

they’re small enough and

don’t have a slippery sugar

coat. Scavengers are

essential to upgrading the

arsenal of adaptive

immunity, which consists of

specialized B and T cells.

B cell

Large, magnificent beasts

that shoot Y-shaped

neutralizing protein called

antibodies. Special

antibodies can paralyze

large and slippery cells,

aiding their destruction by

scavengers and T cells.

T cell

Short ranged one-hit

wonders of the lymph; T

cells are adept at slashing

and critical strikes. They are

crucial to the destruction of

viral infected cells, so that

they can later be consumed

by the scavengers.

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Colour concept

Strong, saturated reds/pinks and

greens will be prominent colours in

the world of Dendrite, to match the

themes of blood, lymph and warfare.

Page 16: Dendrite

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Menu Design

Top: Main Menu button concept.

Right: Pause Menu layout.

See YouTube video for an overview of the

UI prototype.

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EPILOGUE

Armin Mortazavi, Lennie Lu, Gandhar Tannu and Neelesh Vaish as a part of ‘Fundamentals of

Game Design’ course required to complete Masters of Digital Media degree designed the game

Dendrite. We would like to thank our mentor - Prof. Kimberly Voll for her invaluable advice and

guidance that helped us to design the game. We would also like to thank Jason Elliot and Dylan

Matthews for their support and guidance.

Version History:

V0.1 - 16 Oct 2014

V0.2 - 12 Nov 2014

V0.3 - 13 Nov 2014

V0.4 - 1 DEC 2014