Community School Proposal for East High Neighborhood Cleveland Metropolitan School District
Neighborhood War Proposal
Transcript of Neighborhood War Proposal
Casual Real Time Strategy Command Small Armies of Kids Armed with Toy Guns, Water Balloons
BMX Bikes, Wagon Teams Short Games – 5/10/20/30 minute games Various Maps in all seasons Single Player Tournament, Single Player
Skirmish Mode Berserker Mode, Big Kids, Random and
Custom Generated Maps
Real Time Strategy Marketplace At First PC Gamers, Later Consoles Casual Short Games Fun with Modding Tools and In Game
Random Maps Re-playability First timers in the RTS genre
Single Player Games Campaign/Tournament Mode
▪ Play through a bracketed tournament of opponent teams who increase in difficulty each game
▪ Using pre-assembled maps
Skirmish Game▪ Play head to head against an AI opponent▪ Various difficulty modes: Easiest, Easy, Normal, Hard, Impossible
Multi-Player Games Skirmish Game
▪ Play head to head online against another player▪ Set attributes to make the game more interesting▪ Use pre-assembled maps, modified custom maps or random maps
Starting a Game Picking Teams
▪ Each player will choose teams from a group of available units to choose from (50-100)
▪ Single player games will have AI choose its own team from the available pool
Active Play Forts
▪ Every map will have spots to plant forts. ▪ Forts on maps will always be an odd number▪ Forts are the primary way to be victorious▪ In order to establish a fort, a player will need to be used to guard it –
sacrificing an available unit for combat
Active Play (Continued)
Time Management
▪ Time Limits set at the beginning of the game
▪ 5 minute, 10 minute, 20 minute and 30 minute limits
▪ Time periods broken down into “Halves” or “Quarters”
▪ “Halves” only apply to 5 minute games and have a duration of 2:30 minutes
▪ Time periods used as a way to collect statistics and deliver bonuses
Active Play (Continued)
“Killed” Units
▪ Units killed will return to their first established fort
▪ Considered that they will be “out” and returned to the hospital
▪ Indicator on-screen to help player determined they’re “Killed”
“Berserker Mode”
▪ Berserker mode allows units to use any various neighborhood items to vandalize the neighborhood and capture forts
▪ Depending on implementation might require some sort of parental control on content
BIG KIDS
Big Kids are automatically earned at period boundaries (Halves & Quarters)
Randomly chosen from a pool – player will not know which big kid he will get
Add an extra unit that has an advantage in the game and a disadvantage
Have a base AI that manages the advantages and disadvantages
Map Generation Random Map generator
▪ Follows a standard algorithm to create fictional roads
▪ Builds terrain and random object around roads using an algorithm
Modification Mapping▪ Editor with the ability to create new maps from the ground
up
In- Game Map generation▪ Microsoft Virtual Earth used to snapshot road map to feed
into random map generation algorithms
▪ Allows player to create maps of his neighborhood for play
Short Games No Resource Management No construction other than forts Utilizes overhead RTS camera style Small amount of overall units Units are not lost, just delayed for a time Small control set suitable for potential
release on a console
Initially a PC Game
Pentium 4, 2 GHz
At least 128MB Video Card (ATI/NVIDIA)
Sound-Blaster 16 bit Audio
1024 MB Ram
Mouse
Keyboard
Build RTS Game Engine Target Microsoft XNA Technology Build engine and content with Cross-Platform
PC/Xbox 360 in mind Build Game over 1-2 years Overall Budget $2.9 million Profit Potential (break even at 60,000 units at
$49.95 purchase price)
Design Lead Designer
Creative Lead
Technical Lead
Quality Assurance Lead
5 Engine Developers
5 Graphic Artists & 3D artists
3 Level Designers/Script Writers
5 Quality Assurance Engineers