So, naturally, the game as you see it is very simplistic, just controls and the effects of the level. And of course, this isn’t where the game is meant to be. So here is going to be a little bit of an overview on the idea of where I want to see this game go and what is planned to be included:
Disc Wars is meant to be a fast paced, free running shooter. The main character is created into the computer infrastructure as an elite AI system. The game starts off in a tutorial fashion, where the “computer” is teaching the AI its basic functions, walking, running, disc throwing, etc. But nearing the end of the tutorial, the facility is attacked by a band of rogue “programs” looking to rescue the AI from the computer. The idea is meant to be similar in theory to say the Matrix, where the main character is being trained by the system and is forced out and sees first hand what the world is really like. The game then escalates to the character running through the grid, avoiding capture and learning to fight back against the system.
Beginning Goals for the Game:
Implement better disc physics: with better return algorithms and shaders to mark its position through walls.
Implement a free-running system: allowing for more dynamic ways to play.
Finish enemy model and rigging for animation.
Create Tutorial level and Escape level.
Add mechanics for melee and blocking
More UI additions to the players HUD: If they have a disc, waypoints, etc.
Music
Settings tab in Main and pause menus.
Stretch Goals/Possible Additions:
Power-ups or Upgrade system.
Different enemy types
Cutscenes/General action animation
Background and environment models
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