r.a.i.n. game design doc

Upload: kiliang

Post on 03-Apr-2018

214 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/28/2019 R.a.I.N. Game Design Doc

    1/17

    R.A.I.N.Copyright 2012 Fiction Flame Studios

    Game Design Document

    { Mere decades from now, a fragment of humanity has abandoned Earth infavor of a new home. To survive the journey to the new world, these humans

    have frozen themselves in cryogenic sleep. Charged with their protection are theR.A.I.N.s mechanically engineered guardians with the memories, and emotionsof the humans under their care digitally imprinted in their memory cores. On

    an alien world the R.A.I.N.s protect their still sleeping humans, and theirdamaged ships from the native animals, and one of their own gone mad.

    Through our programming prowess, our artistic vision, and our unique narrative,we have realized this reality in the form of a Source based game. This is

    R.A.I.N.... };

    Fiction Flame Studiosis {

    William Walker Dula;

    General design, level design, narrative, management, stat balancing

    Nicolas Lee;Musician, audio technician

    Anthony DePietro;Concept artist

    Annalicia Valle;Concept artist

    James Nelson;Concept artist

    Lintire Abados;Concept artist

    Yves Hubar;Concept artist

  • 7/28/2019 R.a.I.N. Game Design Doc

    2/17

    Josef Citrine;Source Development

    Blayze F. Millward;Programmer, Animatior

    Karsten Arnold;

    Programmer

    Artist Statement {

    Human minds are capable of being represented as data, thoughts and beliefs categorized andrepresented within the technological realm. Who is to say that the human mind is then bound

    to the body? In a place where the human body would not be able to survive, the human mindmay continue to operate through proxy. The memories, emotions, and character of individualsimprinted within the bodies of machines, in this world we are immortal.

    };

    WHY Factor {

    R.A.I.N. Will attract the attention of RTS, FPS, with the potential for MMO and MOBA

    enthusiasts as it is a unique hybrid of all four of the aforementioned genres, and a stepforward for games both mechanically and artistically. R.A.I.N. Evolves from elements ofgames such as:

    //Killing Floor//Left 4 Dead 2//World in conflict//League of Legends//Nuclear Dawn

    All the while remaining unique in terms of it's style, mechanics, and presentation.

    };

    Target Audience/Distinctive Factors {

    R.A.I.N.Will draw players who enjoy game play elements such as:

  • 7/28/2019 R.a.I.N. Game Design Doc

    3/17

    //Micro Real Time Strategy The player directing the AI against which players fight willdo so through a top down RTS view, managing AI units. They will only have to focus ondeployment and composition of units, and not production and resource gathering.

    //First Person Shooter The majority of players will view the game in the first person,using firearms and melee weapons.

    //Multiplayer Online Battle Arena In game players will select from a number of differentplayer characters all based around specialized archetypes. Player resources will be boostedby kills, and used to purchase in game items which give specific stat and active boosts. Inaddition unique item builds will directly effect how players function in game.

    //Massively Multiplayer Online The game will contain a meta system, in which playerversus commander wins and losses are measured. The capturing of certain zones will effectthe availability of certain in game items and abilities. Each zone lost and gained through

    online matches will directly effect the player base as a whole, encouraging organization and astronger community.

    };

    Introduction & Story {

    Following the events of the Great War an organization by the name of Refugium was formedin secret as a response to the predicted demise of Western Civilization. This organizationcontained the financial, and intellectual elite of their time; working towards the preservation

    of the West. The men and women of Refugium toiled for years to reverse the moral andintellectual decline of Western Civilization. However, the Second World War utterly crushedany progress that they had made; in disarray the Refugium retreated to a string of islands inthe south Pacific.

    There, in secret they focused their considerable power and resources towards scientificresearch hoping to one day return to a brighter world. By the mid 1960s they had achieved atechnological level the world at large would not reach for another hundred years. As timeprogressed, so too did the state of the world worsen; as people happily exchanged theirfreedoms, beliefs, and self governance for security, the system. By 2047 the last bastion of

    freedom in the West, the United States of America had succumbed to tyranny. The Republicwas replaced by a political oligarchy of the privileged military and party elite.

    Religious institutions were abolished and an atheist state was established on the ruins ofWestern civilization. Death camps were constructed as a means of countering

    overpopulation though in reality they were the mechanism by which the tyrants retainedtheir control over the beaten populace. The people were stripped of any means of armedrebellion and before long, humanity had become a race of slaves.

  • 7/28/2019 R.a.I.N. Game Design Doc

    4/17

    In despair and fear the Refugium took to the stars, leaving their planet in search of a newhome on a distant world to start anew. As the years progressed, so too did the age of themembers of the Refugium. Realizing they would not find a new home within their life time,they chose to cheat death. The aging members of the Refugium developed a set of cryo

    chambers within their ships. These chambers had limited space, and so instead of savingthemselves their younger counterparts were instead frozen, in this way humanity might beginfresh on its new home.

    However, the ships needed to be maintained and guided as did their slumbering cargo, andso they created the Robotic Armored Independent Necros, or R.A.I.N.s for short. Thesemachines were imprinted with the memories, emotions, and beliefs of specific members ofthe Refugium. All of this information was stored in data cores which were embedded in thebacks of the R.A.I.N.s heads. These cores were able to be ejected if the R.A.I.N.s body wastoo heavily damaged to function. And so the remaining members of the Refugium died,however their spirits lived on, in the form of these robotic sentinels, who existed solely for the

    protection of the remaining humans.

    After nearly a millennium of searching, a new world was found, however as the ships enteredthe atmosphere a freak magnetic pulse burst from the planets sun. The ships were thrownout of alignment and plummeted towards the surface, crashing all across the world. On thesurface it is discovered by they surviving R.A.I.N.s that the air has lethal levels of carbon,and will not be suitable for humans for at least two hundred years.

    During the crash a number of the R.A.I.N.s were damaged, their minds scarred and theirmemories jumbled. One of these R.A.I.N.s adopted the name Angelus or Angel in latn.

    He had been a lead scientist of the Refugium, and had designed the R.A.I.N.s himself.During the pulse his memories had been confused, and upon his revival he believed he haddesigned the R.A.I.N.s as a perfect replacement for the crude and fragile creatures that werehumans.

    Convincing many of the other R.A.I.N.s that they were humanitys better, and replacement,he began to direct the mutilation and enslavement of the still slumbering humans. Heslaughtered the R.A.I.N.s still loyal to their human creators at his crash site, taking theirhumans, reviving them as mechanically engineered slaves. Establishing his power base at thecrash site of the ship he had been stationed on, he began to send his armies to all corners ofthe planet. Their sole purpose being to seek out and enslaving the remaining humans, as well

    as annihilating their R.A.I.N. protectors.

    This is who you are. You are one of these protectors, the troops ofAngelus have discoveredyour location and are attempting to break in to capture and enslave the humans under yourprotection. You will defend these humans with your life, spending your final moments in afighting withdrawal until your eventual destruction. Either at the hands of the enemy, or yourown as you cave in the entrance to the humans chamber on top of you, andAngelus' forces.

  • 7/28/2019 R.a.I.N. Game Design Doc

    5/17

    Or, if you are the commander, you play as Angelus himself, directing his troops remotely.Against you are other players on the ground, fighting your forces.

    Projected Socio/Cultural Impact {

    The desired impact ofR.A.I.N. Is to cause players to question what it means to be human,as well as what the value of human life itself is. Are these mechanical constructions actuallysuperior to humans? Additionally it paints a grim potential future for humanity at large. Inwhich the best of humanity has fled, leaving behind the rest of us to a dystopian hell state,inflicted upon us by our own missteps.

    };

    Delivery System {

    R.A.I.N. Is designed and programmed for Windows XP/Vista/07 using Lua script and theSource engine. The world is presented from a birds eye view if in the role of the commander,or a first person perspective if in the position of a defending player. The commander will havea number of sidebars and buttons on their HUD to enable them to select unit types,resources, upgrades, as well as managing their troops. They will direct their troopspredominantly with mouse and keyboard hotkey commands. Players on the ground will relyon your standard WASD FPS layout, with an ammunition/health display as well as radar andother information built into the HUD.

    };

    Visualization, Characters, Flow Charts {

    The visual asthetic ofR.A.I.N. will consist of a futuristic neo-technological, robotic grungestyle to convey an atmosphere of misplaced technology. These machines vaguely resemblemedieval knights in appearance. Highly advanced machines fighting in the wilderness of analien world, cut off from all other technology save for that of their enemies, and the ruins oftheir ships.

    };

    Music/Sound Design {

    The musical assets for R.A.I.N. will consist of ambient electronica as well as some stringbased orchestral work, containing electro influences. The music will convey a sense oflonliness and dispair to the player. The sound effects will contain audio to replicate the soundsof futuristic weaponry, and objects. It will not be particularly humorous, and is intended more

  • 7/28/2019 R.a.I.N. Game Design Doc

    6/17

    to give the weapons in particular a feel of weightiness when fired.

    };

    Gameplay Elements {

    Environment:

    Enviroments are a key component ofR.A.I.N. as they will force players into diversifying theirplay styles, item choices, and roles. The map selection for R.A.I.N. is particularly unique inthat player map choice directly effects the game world at large. Map types consist of severaldifferent zone types meaning each has a unique visual style as well as hazards, and value.The zone types are as follows, Arctic, Tropical, Desert, Urban, Oceanic, and Volcanic, eachzone has three sectors two of which are secondarys and one of which is a primary. The

    difference between the secondarys and primarys is that primarys are more challanging, largermaps which provide greater benefits to the meta game.

    //Zone propeties - Each zone type has unique challenges associated with it, for instanceVolcanic maps have lava flows which periodically coat parts of the map in lava, restrictingplayer and enemy movement. Arctic maps would contain things like periodic ice storms whichwould reduce visibility and coat areas in ice, making player control on iced surfaces difficult.

    //Map Structure - The maps are structuredin such a way that the players progressbackwards in a fighting withdrawal. Along the way players must hold certain areas whileblast doors open, generators come online, or some other necessary action is taken to furthertheir retreat. They will be forced to retreat as the enemy commander recieves exponentiallygreater amounts of resources to spend on units. Maps are broken up along withdrawal pointsto allow players time to use armories to upgrade their inventory, and prepare a strategy forthe next wave of assaults.

    //Map Structure Example - As an example, players hold off attacks for 10 minutes, beforea generator powers up, opening a pair of blast doors allowing them to retreat inside beforethe doors shut. The doors will hold for a total of 2 minutes before being broken down by theenemy army, during this time the players will perform the actions mentioned above. Theplayers will continue in this cycle until reaching the final room, at which point retreat will no

    longer be an option.

    //Thefinal room & victory condition- The victory condition is attained when players reachthe final room. There they will hold until either being overwhelmed by enemy units orelecting to commit suicide.

    Suicide:

    The suicide mechanic is integral to the games reward system. On the last stage at the point

  • 7/28/2019 R.a.I.N. Game Design Doc

    7/17

    where players cannot retreat any further players will be provided with a warning. The warningwill inform them that this is the final room, and advise them to spend whatever resourcesthey have left. Extended preparation time, and final access to an armory will be provided.

    Then the battle will commence, the objective of the commander being to kill the players asquickly as possible. The players will occasionally receive a prompt asking them whether or notthey would like to commit suicide. The benefit to committing suicide, is that in addition to theflat reward for completing the entire map, the player receives a community points bonus.

    This introduces a bit of a gambling factor, the players will be given the choice to vote onwhether or not they will all suicide. If they refuse, they will have to hold out until the nextsuicide offer. Each successive suicide offer brings greater community point rewards. The riskto going for the greater rewards, is that if players are killed between suicide offers, they onlyreceive their flat community points reward for reaching the final stage, all bonus offers arerevoked.

    The way the actual suicide mechanic would be worked into the game in a believable way is tohave an generator which may be overloaded at suicide offers. If the bomb does not detonate,the crash site cryo chamber entrance remains intact and the enemy gains control of it.However if the bomb is detonated the crash site entrance is destroyed, blocking access to theslumbering humans as well as destroying all enemy units. This is why players are rewardedwhen they detonate the bomb, and are not rewarded when they die between suicide offers.Death:

    The death mechanic is not to be confused with the suicide mechanic. Death in this game

    implies that the player has been killed before reaching the lock in room. Death functions in aunique way, due to the memory cores players have mounted in the back of their heads.

    //Death & Revival - When their bodies are broken (when they are killed) their memory corewill be ejected and their teammates will be able to pick them up. teammates may then returnthe core to a nearby memory port which are platforms scattered throughout the map, thekilled player may then respawn. After they have been killed and resurrected three times, theplayers memory core will become corrupted and they will no longer be able to be revived.Reviving a teammate will provide a armory points reward.

    After a players core has become fully corrupted the player is presented with three options.

    //Spectator Mode - They have the generic option of entering a free camera spectatormode. They would observe the battle until its completion, after which they will be presentedwith whatever community points they've earned, as well as a combat statistic display. Thisdisplay would show basic information, damage done, damage taken, most kills, that sort ofthing.

    //Defection - The second option is to defect. In this state players will be able to posess

  • 7/28/2019 R.a.I.N. Game Design Doc

    8/17

    any of the less powerful enemy units, and fight against their former allies. They would bemore lethal than their npc counterparts due to the simple fact that as players they aresmarter and more skilled. However, their effectiveness is inhibited by having their number ofposessions (respawns) limited to five. As well as the units they are able to posess being on

    the weaker end of the spectrum in terms of damage and health.

    //Disconnection - Players also have the option to simply take their points and quit to beginbrowsing for another game.

    The Meta:

    The meta game is a mechanic designed to increase the sort of community cohesion whichgives a game longevity. Essentially it is a world conquest factor which resets monthly, anddirectly influences the player base. The game world would be broken into the severalaforementioned zones, each with a primary sector and two secondarys.

    These sectors are effectively maps, our online system would tally the amount of times playerssucceeded or failed to set off the maps self destruct sequence. Every succsessful selfdestruction would be counted as a player victory, while every failure would be counted as a

    Angelos victory.

    Players would have the option to participate in the meta every time they launch the game bybeing asked whether they'd like to find a meta server, or a free server. The benefit to metaservers being that they receive a bonus in terms of community points for every match theyparticipate in.

    //Meta matches - These meta matches directly effect the games world map in terms ofvictory/loss ratios per zone. As zones are won or lost, different items will become availble tothe players, as well as passive perks. Once zones have reached their matches completed limit(lets say 5,000) they will become unplayable. In addition at the end of a successful campaign,players will recive a substantial amount of points based on the number of maps theysuccsessfully completed.

    //Free matches - Should players decide they do not wish to participate in the meta duringthe game they are playing, they will instead be sent to a free server. These servers are moresandboxes than anything else, players will receive FAR fewer points for a victory. However, all

    items and maps will be availble at all times, in addition players will be able to build customgame modes, for instance a melee only mode.

    Resources:

    The resources in R.A.I.N. are to be delivered in a believable and effective manner. Thegameplay excuse being that the crashed ships computers observe the combat effectiveness ofthe players. This is done through security cameras mounted throughout the map. The

  • 7/28/2019 R.a.I.N. Game Design Doc

    9/17

    computers then allocate them resources based upon their performance. IE, kills, deathes,revivals, assists, and various objective based and support actions. Commanders have similarlimitations placed upon them.

    //Armory Points These are the points allocated to players based upon their performance.They receive a constant, though minor stream of points throughout the match. These pointsare used to purchase items, weapons, and armors at the armory. The game follows a modelsimilar to that of League of Legends in terms of resource acquisition and equipment. Thismeans that items have set values, and lesser value items may be combined to form morepowerful items, with an additional cost.

    //Command Resources These are points allocated to the player commander, whorecieves resources directly proportional to the total player count. In addition, points will beawarded based off of players downed and killed, objectives completed, and playerdeployables destroyed. These points may be spent on units to be directed by the commander,

    as well as special abilities like artillery strikes, EMP bursts, and paradrop units. Commandersdo not build structures, nor are they concerned with resource gathering and tech trees.

    //Supply Points As is commonplace is the majority of RTS games, commanders have theirtroop count limited by a unit supply cap. Units each have their own supply cost, lessexpensive units consume less supply, allowing them to be deployed in larger numbers. Asgames progress the supply cap will be raised to allow commanders to deploy larger numbersof units. The supply point curve is constant and only affected by time, not level progress orplayer performance. This means that at 20 minutes, commander x will always have y amountof supply points.

    //Community Points Community points are what keep people playing for extendedperiods of time. Completing matches, campaigns, and any other game activity awards players

    community points or CPs for short. These points serve a number of purposes. They may beused to provide passive upgrades to certain R.A.I.N. types, for instance if they prefer playinga specific chracter they may choose to spend their CPs upgrading them, with very minor statboosts. CPs may also be spent on unlocking new player characters, as well as putting pointsinto class trees which provide minor buffs. Essentially a direct replication of League ofLegends Mastery system.

    The distinguishing factor to Community Points is their role in the community they effect. At

    5,000 Community Points players may purchase the ability to vote on future content, andcharacter types. Say we are trying to decide whether to make a new map, character, or item,players will have a voice in the decision making process. We may not choose to go with whatthe majority vote for, but their input will still be actively represented in the form of a poll.

    These points may also be spent on modifications to their player profiles. Players maypurchase new player icons to be displayed in their chat windows. As well as changing thecolor and design of their profile displays. Community Points are awarded to players as they

  • 7/28/2019 R.a.I.N. Game Design Doc

    10/17

    level up as well.

    Armories:

    Armories are effectively shops. The function they serve is to act as an area in which playersmay use their armory points to purchase weapons, armors, and other equipment, bothconsumable and permanent. Unlike the items in League of Legends which are represented aspassive stat boosts and not physical objects, in game items are physically rendered in thegame world. Additionally, firearms require ammunition to use, and will not fire infinitely.Enemy units will drop small amounts of ammo upon death to reduce ammunition loss.

    Armories are located the end of of each map and be accsessible for two minutes. They aremanned by the ships AI, who greets the players and offers its services upon their entering

    the shop. There are low, mid, and high teir items, all with associating costs, some low andmid tier items are able to be built up into high tier items, while some are stand alone.

    Commanders:

    Commanders are the players who direct the enemy npcs against whom the rest of the playersare fighting. At the very beginning of the round a random player is selected to occupy therole of commander. Players may elect to abdicate from command should they so desire, andanother player will be selected. The round will not start until a commander has been selected.

    //Mid game disconnection - In the event that a commander disconnects a player will berandomly selected to fill the role of command. Any players or commanders who leave midgame will have their places filled by a player currently in the que looking for a match. Inaddition they will be barred from joining another game for 10 minutes, and penalized ifleaving early becomes common practice for them.

    Conditions for victory:

    Victory for the commander is achieved when all players have been killed. Player victory isachieved upon reaching the final room and overloading the generator. Player victory isamplified by the amount of time they are able to hold, and the amount of suicide offers they

    decline.

    };

  • 7/28/2019 R.a.I.N. Game Design Doc

    11/17

    Program Structure {

    R.A.I.N. is written as a Microsoft Windows executable that will use Valve Softworks SourceEngine SDK to render our maps, characters, art assets, etc. The game itself is composed of a

    solid string of action, player actions will be represented in real time both in the role of thecommander, and the role of the first person players. The commander is pitted against theplayers and commands npc forces in an attempt to kill all remaining players before they areable to overload the generator. From a technicaly perspective, each commander actionconsists of a number of primary, high level engine-based commands. For example, when anNPC unit is selected, the inputs are polled for data, and said data is manipulated based on theunit type. The commander then issues orders through mouse based orders, or if no action istaken, the unit remains selected but will remain either unactive, or carrying our previouslyassigned directives. The player server system relies on random match making, dedicatedservers will not exist, though players may create premade free matches with a pre-

    determined set of players. These systems will be operated via the use of internal sourceengine programming and pre- constructed assets.

    };

    Unit descriptions {

    AIOS (root, greek word Aiolos)

    Description: These are tall, fast moving units that do not have legs, and instead have

    extended exhaust ports, shooting jets of flame into the ground. Their weapons consistof a long "Vair" shield with a spear, which can fire and reload an explosive tip. Theyattack in groups of 4 or 5 and act as harassers, moving in close, and maneuvering tooutflank players. Their shields reflect smaller projectiles like bullets, and are onlyeffected by energy weapons, explosives, and melee weapons. If close range fire fromplayers is too heavy, Aios may fall back and launch explosive spear tips at the players,to force them to break position and come to them. Aios primary assets are their speedand reflective shield, as they do not deal massive amounts of damage, and cannotthemselves sustain much damage. These are to be lower mid range units.

    Coloration: Teal and bright yellow.

    Resource Cost: 100 Supply Cost: 2

    Health: 350 (shield 1,250)

    Range: Primary melee, secondary 40

    Speed: 350

    Role: Melee harassment

  • 7/28/2019 R.a.I.N. Game Design Doc

    12/17

    JAXAL (root, greek word Ajax)

    Description:These are medium height units that move slowly and fill a support role.

    Their weaponry is a single sub machine gun built into their right arms, their left armshave three cylinders of varying length and width, which each serve a different purpose.The first tube is a generic healing weapon, which will lock on to a friendly unit, andemit a beam which buff the targets shields and health for as long as the beam istrained on them, as well as repairing existing damage. The second tube fires healinggrenades, which upon detonation do the same thing as the first tube, to a lesserextent. It explodes in a plume of healing mist healing all units within the AOE for 5seconds. The third tube fires bolt like objects at players which emit EMPs, that willtemporarily blur players vision, deafening them, and cause their resistance to damageto be temporarily lowered. For instance, a bullet which may have otherwise done 3points of damage to a player, will do 5.

    Coloration: Coal black and bright luminescent purple.

    Resource Cost: 140

    Supply Cost: 2

    Health: 1,000

    Range: Tube 1.20 tube 2. 30 Tube 3. 15

    Speed: 150

    Role: Ranged support

    CALU (root, greek word Calypso)

    Description: These units are short in stature, move quickly, and fill a stealthharassment role. Their weaponry consists of two auto shotguns mounted on both oftheir arms. What makes them unique is their ability to make themselves invisible for abrief period of time. While cloaked, they are entirely invisible save for a very faintoutline allowing players to notice them when they are close. Aside from their ability tocloak and their duel shotguns, they are fairly unremarkable, their armor is standard,while their shotguns inhibit their ability to engage players at long range.

    Coloration: Forest green and mud brown.

    Resource Cost: 175 Supply Cost: 3

    Health: 400

    Range: 12

    Speed: 275

    Role: Close ranged harassment

  • 7/28/2019 R.a.I.N. Game Design Doc

    13/17

    HECTAN (root, greek word Hecate)

    Description: These units are squat and broad in stature, closely resembling oversized tanks, the Hectan move slowly, and fill a long range bombardment role. Their

    weaponry consists of one forward mounted light machine gun as defense againstplayers who come too close, however their primary damage comes from two large railcannons, and a missile launcher battery. The missile battery is mounted on the back ofthe HECTAN while the rail cannons are mounted on the sides of a turret, able to swivela full 360 degrees. The HECTAN primarily attacks with its rail cannons, and only usesthe missile launcher as a sort of "ultimate" ability, allowing it to saturate an area inmissile fire.

    Coloration: Desert tan and bright red

    Resource Cost: 425

    Supply Cost: 10

    Health: 3,000

    Range: Rails. 150, Launcher. 100, LMG. 25

    Speed: 120

    Role: Long ranged damage

    NYXRUHL (root, greek word Nyx)

    Description: These units are tall and broad in stature, closest resembling a germanteutonic knight with great ornamental curved blades attach to their helms. They have

    a giant claw on the end of their right arm, and two blades attached to their left arm,with a cannon at the base (think of a soda can with two straws taped on top). Theseunits are primarily melee brawlers which are built with the sole purpose of absolutelydecimating player teams. Their claw acts as a super melee attack, doing damage to allnearby players, inflicting a damage over time effect which stacks with each successivestrike, it will fade after players avoid being hit for another 10 seconds. The cannonfires a blast of high density pellets that shred nearby players, essentially it is a smallcannon with grape shot.

    Coloration: Black, gold, and white

    Resource Cost: 650

    Supply Cost: 20 Health: 7,500

    Range: Primary melee, Cannon. 12

    Speed: 225

    Role: Melee brawler/team killer

  • 7/28/2019 R.a.I.N. Game Design Doc

    14/17

    LETRILE (root, greek word Leto)

    Description: These are genetically and mechanically mutated human slaves, torturedand bent to act as servants of Angelos. They are short in stature when compared totheir mechanical counterparts. They wear gray metallic helmets, with green backlit slitfor vision. Their armor is dull gray cloth with iron plate armor, around their necks theywear dark red collars. They are cheap expendable units that do little damage and areeasily killed, they move at an average speed. Their only saving grace is that they areable to serve more than one combat role and come in large groups. They can attackwith either a pair of swords sheathed on their hips, or an assault rifle strapped to theirback.

    Coloration: Green, red, and gray

    Resource Cost: 25

    Supply Cost: 1

    Health: 250

    Range: 50 (melee alternative mode)

    Speed: 160

    Role: melee/ranged cannon fodder

    IKROVE (root, greek word Iacchus)

    Description: These are unique enemies in that they are actually airborne. Ikroves are

    of medium height and are proportioned similarly to human females. They are keptairborne by thrusters emitting jets of super heated turqoise plasma from wingsattached to their backs. They are medium cost units and serve primarily as harassmentand ranged support. They carry duel barreled rifles which fire high calibur bullets. Theyalso emit and area of effect damage scream which cannot be defended against.

    Coloration: Blood red and white

    Resource Cost: 200

    Supply Cost: 4

    Health: 1,250

    Range: 75

    Speed: 300

    Role: Ranged harassment

  • 7/28/2019 R.a.I.N. Game Design Doc

    15/17

    ION (root, greek word Ione)

    Description: Ions are slender units of medium height, like the Ikroves they too arephysically built like females. While they have arms and legs, they are suspended 3 feetabove the ground at all times by small anti gravity devices attached to their legs. Theirgeneral build is extremely sleek and slim, their legs are kept together at all times whiletheir arms remain outstretched to both sides. Strapped to their chest is a large railcannon, when the Ion attacks it brings both of its arms in, grips the sides of the railgun, and fires a neon purple beam. This beam does major damage to any targets ithits, and stays active for 5 seconds allowing the Ion to drag the beam as it fires,covering a wide area.

    Coloration: Silver and violet

    Resource cost: 375

    Supply Cost: 6

    Health: 1,500

    Range: 125

    Speed: 160

    Role: Ranged damage

    References {

    //Killing Floor - http://www.killingfloorthegame.com///Left 4 Dead 2 - http://www.l4d.com/game.html//World in conflict - http://worldinconflict.uk.ubi.com///League of Legends - http://na.leagueoflegends.com/

    //Nuclear Dawn - http://www.nucleardawnthegame.com///RTS - http://encyclopedia.thefreedictionary.com/Real+Time+Strategy//MOBA - http://www.experts-exchange.com/Gamers/Misc/A_1402-The-MOBA-Genre.html//FPS - http://encyclopedia.thefreedictionary.com/first+person+shooter//MMO - http://www.webopedia.com/TERM/M/MMORPG.html//Greek thesaurus - http://www.behindthename.com/names/usage/greek-mythology

    };

    http://www.killingfloorthegame.com/http://www.l4d.com/game.htmlhttp://worldinconflict.uk.ubi.com/http://na.leagueoflegends.com/http://www.nucleardawnthegame.com/http://encyclopedia.thefreedictionary.com/Real+Time+Strategyhttp://www.experts-exchange.com/Gamers/Misc/A_1402-The-MOBA-Genre.htmlhttp://encyclopedia.thefreedictionary.com/first+person+shooterhttp://www.webopedia.com/TERM/M/MMORPG.htmlhttp://www.behindthename.com/names/usage/greek-mythologyhttp://www.l4d.com/game.htmlhttp://worldinconflict.uk.ubi.com/http://na.leagueoflegends.com/http://www.nucleardawnthegame.com/http://encyclopedia.thefreedictionary.com/Real+Time+Strategyhttp://www.experts-exchange.com/Gamers/Misc/A_1402-The-MOBA-Genre.htmlhttp://encyclopedia.thefreedictionary.com/first+person+shooterhttp://www.webopedia.com/TERM/M/MMORPG.htmlhttp://www.behindthename.com/names/usage/greek-mythologyhttp://www.killingfloorthegame.com/
  • 7/28/2019 R.a.I.N. Game Design Doc

    16/17

    Appendix {

    };

  • 7/28/2019 R.a.I.N. Game Design Doc

    17/17