When Imps Fly - Game Treatment

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Transcript of When Imps Fly - Game Treatment

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    TABLE OF CONTENTS

    OVERVIEW

    Game Scope............................................................................................ 3

    Core Mechanics...................................................................................... 4

    Art Style................................................................................................. 13

    The World, Characters and Setting..................................................... 14

    Technology Goals and Vision ............................................................. 15

    Playing With Friends............................................................................ 15

    Free To Play - The Right Way .............................................................. 16

    The Workshop....................................................................................... 16

    Post Launch.......................................................................................... 17

    Game Vision............................................................................................ 1

    Game Audience ...................................................................................... 2

    Current Trends........................................................................................ 2

    GAME DESIGN

    Building............................................................................................. 4

    Upgrading ......................................................................................... 5

    Physics ............................................................................................. 6

    Shooting............................................................................................ 7

    Resources......................................................................................... 9

    ART DIRECTION

    THE VIBE

    MOBILE

    MONETIZATION

    Recap..................................................................................................... 18

    SUMMARY

    Designers & Artists .............................................................................. 19

    THE TEAM BEHIND THE PROTOTYPE

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    OVERVIEWMost people love to be creative and build - EVERYONE loves to wreck and destroy! Build towers, load cannons and re imps to steal opponents gold and treasure! With tons of

    humour and character, this casual mobile game lets you battle it out with friends in the war to

    become the wealthiest imp lord of them all!

    Game VisionWhen Imps Fly is a humorous turn based - casual game played with your friends.

    In essence, players defend their treasure chest while also trying to steal their opponents

    The gameplay is skill based and revolves around physics. Being easy to learn it allows

    players from a wide audience to be creative and has plenty of depth to be played over and

    over. In every battle, you play the game your way and content you choose to buy supports

    this even more.

    When Imps Fly generates tons of laughter through its quirky humour and the satisfaction of

    destroying friends creations. The art style is perfect for merchandise such as toys, clothes

    and everything else kids enjoy. Aside from being a very charming mobile game,

    When Imps Fly has real potential to become something far greater, a franchise.

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    Game AudienceThe game is easy enough for the casual audience to grasp while being deep enough to

    attract competitive gamers as well.

    Cute art combined with being free-to-play appeals to a younger audience already enjoying

    titles like Angry birds and Worms while quirky humour and skill-based gameplay attracts an

    older audience.

    Mobile platforms have established a general knowledge and interest to play games and how

    to interact with them. When Imps Flys gameplay is reminiscent of well-known and

    appreciated titles but still has its own identity, making it easy to get into but interesting to

    explore.

    Audience: Casual gamers in the range of 7 to 35

    Genre: Turn based party game

    Platform: Smartphones, tablets, PC, Mac

    Monetization: Microtransactions

    Engine: Unity 3D

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    Current TrendsCasual, Free-to-play, Mobile and Social are all strong buzzwords present in WIF.

    The goal is to have Facebook integration, online matchmaking and to deliver a game that can

    be enjoyed by everyone across mobile platforms.

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    GAME DESIGNGame ScopeWhen Imps Fly has one polished, easy-to-learn game mode only, played in local hot-seat or

    online, competing with other people.

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    Meant as something you pick up during a break or in the comfort of your couch, the average

    time spent during a turn varies from 30 - 60 seconds. Playing with friends in local hot-seat

    can vary from 2 - 15 minutes of chaotic fun, depending on playstyle.

    The gameplay is designed in such a way that you do the same simple things over and over

    without ever having the same experience twice.

    So what do you do in When Imps Fly?You protect your treasure at all cost!

    But dont forget to steal others treasures.

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    Core Mechanics

    Building

    The building phase allows players to be creative and try their best at building a sturdy

    defense for their treasure. Over the course of several turns, players will improve upon this

    tower, both for protection as well as reaching the gift in the sky.

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    Players have ve different building blocks of different shapes and sizes to choose from.

    Each block is made out of symmetrical square shaped colliders in different shapes similar to

    the blocks of Tetris. Blocks vary in cost depending on size and stability.

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    Upgrading

    A purchased block can be improved by spending resources on an upgrade. Upgraded blocks

    are heavier - making it harder to topple, as well as receiving a boost in health points - making

    it harder to break. Upgraded blocks are more reliable to build upon while also being good at

    holding a collection of blocks tightly knit.

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    By upgrading damaged blocks they are also

    completely repaired.

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    Physics

    Being a physics-based game players therefore need to build with thought to establish a

    sturdy tower.

    Below is an illustration where blocks are highlighted in individual colors showing their

    movement when physics are emulated.

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    With no physics blocks can be placed

    anywhere within the building area.

    When physics are emulated players

    witness how blocks behave based on

    placement. If not satised with the

    result players can retrace the emulation

    for another chance.

    By conrming the player is satised

    with the result and moves on.

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    Shooting

    Entering the shooting phase players have three different imps to choose from, each with their

    own gameplay attribute and unique personality.

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    Grabbing the cannon by holding down LMB anddragging it backwards gives more force and a

    straighter arc to the shot. Fine-tuning ones force

    is key when trying to get that perfect arc.When holding the cannon it

    can be rotated by moving up or

    down with the mouse.

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    Below are images depicting the imps arcs based on medium force.

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    The heavy imp comes at the cost of 10 resources and has a smaller arc but does

    more damage on impact. With his big belly the heavy imp bounces, allowing for

    multiple hits.

    The standard imp is free of charge and is red in an arc that is easy to shoot

    accurately but does medium damage to blocks impacted.

    The tiny imps are the most expensive at the cost of fteen resource points but in

    return players are given a more than viable advantage to demolish the opponents

    tower. Individually they generate less damage on impact than that of the standard

    imp, but in a triplet formation spread out they are a force to be reckoned with.

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    Resources

    Holding the two phases together is the mutual pool of resources required for purchasing both

    blocks and imps.

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    The rst round gives players a healthy startup giving them a head start to build their

    foundation. After this players will have to use skill and strategy to balance needs with income.

    The maximum amount of resources a player can hold is 99.

    damaging and destroying

    opponents blocks generates

    resources.

    Blocks drain resources

    when placed within the

    building area.

    Sheep-balloons holding

    resources have a chance to

    spawn after each round.

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    Power-Ups

    Each theme comes with a unique power-up that affects the imps greatly when shooting.

    Currently there are two themes with two different power-ups.

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    The frost theme Fjolljnirs power-up freezesthe opponents blocks, making them slippery

    and unable to upgrade.

    The standard theme, Red Legs, cause a bigexplosion on impact when possessing the

    power-up.

    Power-ups can be acquired in two different ways, either by building the tower to reach a

    certain height, or by hitting power spheres held by sheep-balloons.

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    If building high enough the player will be rewarded with his themes respective power-up - the

    next round. The trick is to build such a sturdy foundation that the tower will still stand above

    the limit for atleast one turn. This prevents players to build straight lines and instead

    encourages them to think strategically. The height point is indicated both on the HUD along-

    side a diegetic indication in the world.

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    This slider is visible during the build phase. As the player

    builds in a vertical manner he can move the camera up

    and down with the mouse-scroll. When building players will

    then see how close they are to reach the Power-Up line

    based on their camera position and nearest placed block.

    Birds ying around the build area

    indicates the height needed to reach in

    order to acquire the power-up.

    If the tower still stands above the height

    point one round after its placement the

    player acquires his themes respective

    Power-Up

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    After each turn theres a chance that a sheep-balloon spawns, holding a power-up. Players

    need to succeed in achieving a perfect arc to hit the sheep as well as the opponents tower.

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    Sheep-balloons can carry three different consumables.

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    ART DIRECTIONArt StyleThe world of When Imps Fly is detailed, colorful and full of humour. The art is hand-painted,

    reminiscent to that of League of Legends and the Warcraft franchise. Themes will involve

    unique visuals derived from their own historical age, ction and worlds but are unmistakably

    coherent in the art style.

    Both the world and characters are brimming with bright, thick colors and have distinct

    silhouettes all carrying their own quirky personality.

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    THE VIBE

    The World, Characters and SettingBeing a casual game for mobile platforms we still want to create a believable universe and

    setting for the game. In every match players will feel as if they are contributing to a battle or

    war on a greater scale.

    In this imaginary world you take the role of an imp lord and use minions to claim your

    opponents treasure. Jam packed with humour and character the game takes you to a place

    where this chaotic battle is a day as normal as any!

    The life of an imp is cheap and the reason for war is not always clear. Sometimes it is out of

    greed and the battle for gold, other times it is simply the rivalry between Pirates and Aliens.

    The standard content carry the feeling of fantasy with a touch of medieval. Since the game

    is theme-driven the setting and vibe are somewhat customizable by players themselves

    depending on what they purchase and use. Different themes bring new life and color to a

    universe where battle is always present, no matter who, what or where you are.

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    MONETIZATION

    Free To Play - The Right WayGetting value out of your spent money is our main guideline when designing the FTP model.

    Players can purchase different themes at the in-game store. A theme will alter everything

    cosmetic about your mountain and your home. It will also affect gameplay in power-ups andunique features only available in that specic theme.

    If you like pirates, sci- or disco, you can make the game look and play the way that appeals

    to you the most.

    In the nal product, themes might include content such as:

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    Gameplay

    Power-up

    Unique block shapes

    Unique imps

    Block abilities

    Visuals

    Mountain

    Treasure chest

    Cannon

    Building blocks

    Imps

    The WorkshopThis feature will allow players to create

    their very own custom theme.

    Use the workshop to combine building

    blocks, mountains, imps, power-ups and

    everything that comes with themes you

    already own.

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    Post LaunchIdeas for themes are endless and with a strong community that have input the list becomes

    even longer. At launch the game will offer four different themes available at the

    in-app store. After this we intend to produce two unique themes every month.

    Having a community where players can wish for themes and recommend ideas becomes a

    win / win situation. We get to continue producing content and the community get what they

    want!

    Events on Christmas, Halloween and other holidays are two examples of no-brainer-themes

    to have for sale in the store.

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