„Base Wars“
Agenda
Outline
Gameplay
GUI – Main Menu
GUI – Main Menu
GUI – Main Menu
GUI – Main Menu
GUI – Main Menu
GUI – Main Menu
GUI – InGame HUD
GUI – InGame HUD
GUI – Campaign Menu
Building properties
Unit Properties
Pathing AI
A.I. Build Order PList
Events
Game Engine
Facebook integration
Singleplayer
Multiplayer (Not part of Phase 1)
Graphics
Project Milestones
450.55K
Category: softwaresoftware

BW the game

1. „Base Wars“

by: Philipp Klaschka

2. Agenda

-CONFIDENTIAL-
Agenda
Outline
Gameplay
GUI
Main Menu
InGame HUD
Campaign menu
Properties
Building properties
Unit properties
Unit AI
Events
Game Engine
Facebook Integration
Singleplayer
Multiplayer
Graphics

3. Outline

-CONFIDENTIAL-
Outline
Phase 1 development of a game for multiplatform deployment
(phase one only iOS but Xamarin or similar for later
multiplatform roll out shall be used). The game is similar to
a tower defence game, but has more complex pathfinding
than a scripted TD. Datastructure via Plist should enable
simple content adding later on. Multiplayer preparation but
not development in this phase. Campaign play, facebook
integration and in game store shall also be included. Upon
signing of the NDA and winning the bid, a detailed game
outline including menustructure, gameplay, gui, description
will be share and discussed. Various milestones have
already been prepared and will be finalized during a kickoff
meeting. All meetings shall be done via skype
screensharing. USA or European developer teams with
proven track record preferred.

4. Gameplay

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Gameplay
Tug-o-War
„NEXUS WARS“ clone
Construction area player 1
Construction area player 2 / CPU
Base player 1
Base player 2
Path
Player can only place buildings and trigger events
Buildings will either act as towers, barriers, or factories
Factories spawn units that will autopath to attack the other players base
Player spends ressources on buildings, buildings built give x amount to the
income.
Income is given every 10 seconds

5. GUI – Main Menu

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GUI – Main Menu
Single Player Campaign
Single Player Quick
Match
Load Game
Multiplayer
Settings
Store

6. GUI – Main Menu

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GUI – Main Menu
Swipe
Campaign 1
Campaign 2
Return
Single Player Campaign

7. GUI – Main Menu

-CONFIDENTIALSingle Player Quick
Match
Swipe
Map 1
Map 2
Map 3
A.I. Setting
Easy
Return
Normal
Hard
Start

8. GUI – Main Menu

-CONFIDENTIAL-
GUI – Main Menu
Load Game
Savegame 1
Mapscreenshot
Savegame 2
Swipe
Mapscreenshot
Return

9. GUI – Main Menu

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GUI – Main Menu
Volume
Master
Music
FX
Settings

10. GUI – Main Menu

-CONFIDENTIAL-
GUI – Main Menu
Store
Swipe
Unlock Race 4
Unlock Race 5
Buy Nukes

11. GUI – InGame HUD

-CONFIDENTIAL-
GUI – InGame HUD
Vertical
Horizontal
12464
12464
Building
2
Building
3
Building
Building
Upgrades
Swipe
Building 1
Upgrades
Events
Events
Building list dynamically
generated from selected Race

12. GUI – InGame HUD

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GUI – InGame HUD
2D Top view of map (Map is approx 3k x 2k)
Map larger than resolution of device
Swiping will move camera around on map
Pinching will zoom
Build button should show list of buildings which
can be dragged and dropped onto the map
Ressources should be displayed in numbers
Map needs to update in realtime as units run
around and buildings are built

13. GUI – Campaign Menu

-CONFIDENTIAL-
GUI – Campaign Menu
Player is given options on which scenario to
play next
Rewards should be outlined in a callout
Bascially all graphic design, programming only
needs to visualize this menu, with various
clickable options
Option
1
Option
2

14. Building properties

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Building properties
There are 3 types of buildings:
Factories (spawn units after a set time interval)
Towers (shoot at enemy units in range (basically
stationary units)
Barriers (just stuff of varying size that blocks the path)
Buildings can be selected in the building drop down
and placed on the map
Factories will spawn a unit in a defined time interval
All buildings have a construction time, only after
completed will the unit timer begin or the tower
become active
Construction of a building will add income
See PLIST documentation for detailed properties

15. Unit Properties

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Unit Properties
Units are spawned by buildings or other special triggered
events
Units are not controlled by the user
Units cannot overlap
Upon 0 health they die
All properties as well as animations and graphics are stored in
the „Units Plist“
They have armor, which is a number that will be deducted
from incomming damage
All their properties can be modified by the game through
„effects“
Temporary effects can be applied to units by enemy units or
friendly units or events
Continuous effects can be applied to units by „upgrading“
them
See PLIST documentation for detailed properties

16. Pathing AI

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Pathing AI
Units will need to find a path to the Base of the
enemy player, once in range, they will attack
On the way, they will attack the first enemy
unit or tower that comes into their range until
that enemy is dead, or leaves the range
They cannot overlap, so if a slower unit is in the
way, they need to pass
Standard path can be obstructed with enemy
and own buildings, but shall never result in a
lockup

17. A.I. Build Order PList

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A.I. Build Order PList
Build orders that simply list at what game
timestamp which player 2 actions should be
triggered are found in Build Order PList

18. Events

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Events
User shall have various events at his disposal
Nuke: 1 per game, unless more are purchased in
the store. It kills all enemy units in a large radius
(about 800pixel). Animation of a droping rocket
and then an explosion should be visualized
Mercenaries: Marines: Drop pods appear and
place x amount of marines(or any unit) at the
selected location, just like with spawned units,
they will run towards the enemy base and attack
anything on their way
Other events should be add-able later

19. Game Engine

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Game Engine
Units Engine: Should be able to take the parameters from
the Units Plist and create different instances of units on
the map. One Engine should be able to handle all types
of units. Pathing should apply to this engine.
Building Engine: same as units, it should be able to
create all types of buildings configured by the Plist for
buildings. One engine for all buildings shall be created.
GUI & Map: even though initially only 1v1 is in scope. The
game engine should be coded in a way that there are 2
teams, left versus right, buildings and units on the left
fight against the ones on the right independent on how
they are placed. In future, when multiplayer is added
there may be any number of players on each team. The
way that buildings and units are handled should remain
the same. Meaining the source for user events should not
be hardcoded

20. Facebook integration

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Facebook integration
Allow posting of achievements and purchases
on facebook
At certain events, a screen should prompt the
user if he wants to share the event on facebook

21. Singleplayer

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Singleplayer
The player can play through campaigns
Placement and timing of buildings and
upgrades are pre-timed this shall be called
AI:Build Order
Upon winning a game, the next level is
unlocked

22. Multiplayer (Not part of Phase 1)

Multiplayer (Not part of Phase
-CONFIDENTIAL1)
Peer-to-peer? Or server based?
There shall be an online random matchmaking
Both players will see the same map including
all units and buildings
2v2, 3v3 and 4v4 should be possible. Building
areas will be shared and units shall not attack
teammates
Deliverable of phase1 is an interface
documentation to the game engine

23. Graphics

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Graphics
All Animations (imageSets) shall be stored in the PLists
Buildings need an animation for construction (not
necessarily different for each building, construction
scaffolding building up is fine)
Buildings then need a simple up and running animation, for
towers, a rotatable head, for factories some kind of blinking
or moving cranes Factory-towers should have both.
8 directions of units (example) Each direction needs:
Moving
Standing
Shooting
Additionally a death animation

24. Project Milestones

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Project Milestones
Milestones:
Phase 1:
1. Kickoff: Finalization of Project plan & finetuning of concept (below milestones)
2. GUI - Menu Structure
3. GUI – InGame (incl. Building placement and construction functionalities)
4. Workshop: Graphical design requirements creation (number of screens, look and feel &
animations)
5. InGame: Units spawn & pathing and attacking (Major milestone, testuser should be able to
place buildings on both sides and the game should battle itself left versus right
6. InGame: Events activated (all events work as intended)
7. InGame: Computer enemy controlled by build order
8. Deliverable: Multiplayer interface documentation for backend creation
9. Building of Campaign 1 incl. Menu Gui
10. „Save & Load“ functionality
11. Online Store integration
12. Facebook integration
13. Final Signoff Phase 1
Phase 2:
14. Finalization of Project plan (below milestones)
15. Backend design and Apple Game center integration
16. Global Ranking List
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