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A stealth game… IN SPACE! Created By: Mike Bonafede

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A stealth game… IN SPACE!

Created By: Mike Bonafede

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During the following presentation, please consider the mechanics listed with this in mind: From my research I believe that stealth itself is NOT a mechanic. Rather, it is a dynamic that is comprised of very carefully calibrated set of mechanics. The goal of Parsec is to create a set of mechanics in a space game that create that stealth dynamic. Though they could make simpler one-off games, in their totality they are meant to achieve that goal.

Thank you for your consideration.

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Move to charge energy, stop to hide from enemies by lowering energy field

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Platform: PC, Mobile (possible ports to console)

Number of Players: 1

Controls: Keyboard + Mouse, Touch Screen

Perspective: Overhead 2.5D

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The player can move around in space freely, and this will build up energy over time. However, doing so increases the ships energy field. This makes the ship more likely to be detected by enemies. By stopping the engine, the energy field will be reduced.

This mechanic is unique because: This is the mechanic that allows a spaceship game to also be a stealth game.

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This storyboard shows the inertia engine in action. As the player moves their ship, the energy bar fills. This also has the effect of making their detection

range larger, in the form of an energy field that enemies can detect.

Mechanic #1: Inertia Engine

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Plot locations that can be boosted to quickly by using energy

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Platform: PC, Mobile (possible ports to console)

Number of Players: 1

Controls: Keyboard + Mouse, Touch Screen

Perspective: Overhead 2.5D

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The player will plot points to map out a trajectory path, which upon execution will use energy to boost to those locations. It’s not instant, but is much faster than if the player were to just move there.

This mechanic is unique because: This mechanic emphasizes the strategic nature of the game, giving the player a chance to plan out their navigation through hostile territory.

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The player needs to get to the objective without smashing into an asteroid or being seen by the drone. Plotting the first point shows how much energy will be used, as does plotting the second one after that. Executing the boost will use the energy and move the player along the

navigation path undetected.

Mechanic #2: Tactical Booster

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Enter orbit of planetoids to hide, using orbital velocity to boost to next location.

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Platform: PC, Mobile (possible ports to console)

Number of Players: 1

Controls: Keyboard + Mouse, Touch Screen

Perspective: Overhead 2.5D

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Planetoids (moons, asteroids) in the game have an orbit path that the players can attach to. This hides them from enemy radar and charges energy. The player can leave orbit for a boost of speed, or to get to another orbit path.

This mechanic is unique because: The use of orbital paths affords the player an escape option in case of detection, and a more energy conservative (and fun) method of travel.

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Planetoids will have a visible orbit path around them that the player can attach to. While on the orbit path the player is undetectable and gathers energy. Exiting the

orbit path creates a burst of speed that can be used to get to other planetoids.

Mechanic #3: Orbit Glider

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Sneak up on enemy drones to attach and take control of them

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Platform: PC, Mobile (possible ports to console)

Number of Players: 1

Controls: Keyboard + Mouse, Touch Screen

Perspective: Overhead 2.5D

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If the player can successfully remain undetected and collide with an enemy, they will attach to them and take control of the enemy ship. This will allow the player to either sneak past other ships or destroy them with weapon systems. Energy drains over time while actively controlling a ship.

This mechanic is unique because: This is a way to empower a careful player, but in such a way that maintains the stealth gameplay.

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Three enemies are here, and the player sets the ship on a collision course with one of them from behind. This allows the player to attach to it and take control,

then fire weapons at the other two (or simply fly away)

Mechanic #4: Hijack Drone

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Use equipped tools for instant effects which use charges that have a cooldown based on the tool.

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Platform: PC, Mobile (possible ports to console)

Number of Players: 1

Controls: Keyboard + Mouse, Touch Screen

Perspective: Overhead 2.5D

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The player has Quantum Charges to use special abilities. Once used, they go on cooldown. Player can use any combination of them, so long as they have at least one charge off cooldown. Examples of countermeasures are as follows:

Stasis Pulse – Fires a long range projectile that locks one enemy in place. Stasis enemies cannot be hijacked. Short cooldown

Cloak – Disappear from sight for a short time. Can still be detected by energy usage. Medium cooldown

Blink – Instantly teleport short distance away, causing enemies to lose track of the player ship. Medium cooldown.

Wormhole – Create an exit on first use, and warp to that exit on second use (which starts the cooldown). Very long cooldown.

Scout Drone – Deploys a drone that can move undetected to scout for enemies and planetoids. Player ship remains dormant while active. Short cooldown.

This mechanic is unique because: These upgradable powerups are meant to supplement the players strategy with powerful alternatives, which modify the way each player plays. The charge / cooldown aspect allows the player to mix and match them as they choose while still providing a limiting factor.

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This is showing two different abilities that use countermeasure charges. The player uses the first one to blink past the attacking enemy, and the second one to cloak into safety. The

player could have also used two blinks or two cloaks. The countermeasure goes on cooldown based on what ability was used.

Mechanic #5: Quantum Charges

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Each mechanic can be layered to create a whole new experience, mixed and matched as needed.

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Inertia Engine + Tactical Booster – The energy gained from movement is what is used to power the Tactical Booster. Movement with this mechanic will not increase the energy field. Additionally, while mid-boost the energy field is not active.

Inertia Engine + Orbital Glider – The engine will stop by default when entering an orbit path, hiding the player from detection. Using the thrusters while in the orbit path will make the orbit faster, but also turn the energy field back on. A faster orbit allows for a greater speed burst when leaving orbit.

Inertia Engine + Hijack Drone – Player must manage their energy field properly to sneak up on enemy ships undetected. Doing this involves cutting the engine and drifting on a collision course with the enemy ship. During the hijack, there is no energy field.

Inertia Engine + Quantum Charges – These don’t use energy and don’t increase the energy field, so they make great instant emergency tactics. Example: The player is detected by their energy field, and quickly fires a Stasis Pulse at the enemy before it attacks or alerts others.

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Tactical Booster + Orbital Glider– The booster can target an orbit path to instantly enter orbit after completing the boost. The plotted point will have a different look to it when doing this.

Tactical Booster + Hijack Drone– Since the booster doesn’t grow the energy field, it can be used to get closer or attach directly to enemy ships. A different plot point visual displays when targeting enemies.

Tactical Booster + Quantum Charges– Using the booster in conjunction with the quantum charges gives the player options for escape based on how much energy is available. Example: Using Cloak after completing a boost gives the player more undetected distance.

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Orbital Glider + Hijack Drone – After entering an orbital path, the player glides around the planetoid. Any attacking enemies will lose track of the players ship, and the player can take advantage of this to attach to them after breaking orbit.

Orbital Glider + Quantum Charges – Quantum charges can be used while in orbit. Example: The player can drop a Wormhole while in an orbit path and warp back to it later, resuming orbit.

Hijack Drone + Quantum Charges – The charges allow for trick maneuvers that can temporarily drop an enemy lock-on. Example: using Blink to teleport behind an enemy in pursuit can allow the player to then hijack them.

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A high, medium, and low scope are outlined to allow for the most complete and polished game.

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All features as described, including Quantum Charges due to increased time needed for balancing purposes.

Extra Quantum Charge powers. Infinite open world map with mission system. Encounters based on random seed generation

(rogue-like) Full narrative story designed with gameplay in

mind for immersion. 4 Enemy types – Spotters, Shooters, Seekers,

and Saboteurs

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Core Features – Inertia Engine, Tactical Booster, Orbital Glider, Hijack Drone

Limited open world level to explore with missions

Light narrative elements for world immersion

3 Enemy Types – Spotters, Shooters, and Seekers

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Core Features – Inertia Engine, Tactical Booster, and Orbital Glider

Stage based system for progression with predesigned encounters

Difficulty ramping – Enemy drones mainly detect via energy field and later by vision also.

2 Enemy types – Spotters and Shooters

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Thank you for your consideration

Created By: Mike Bonafede