Operation last resort

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Operation last resort

  1. 1. Codename Last Resort<br />Mario Botero<br />Rated M Studios © <br />
  2. 2. Overview<br />Codename Last Resort is a mixture of a tower defense and top view shooter that takes place on a moving highway. <br />
  3. 3. Story<br />The year is 2014 and the United States has fallen into chaos. With anarchy spreading<br />all over the states it is becoming more difficult for the local law enforcement or even the<br />army to control. <br />The U.S. Government has enforced an act named “The Last Resort Act” which entitles<br />the government the ability to “deputize” vigilantes who want to help stop the chaos. <br />You are the leader of a highly trained organization of Vigilantes known by codename<br />“Last Resort”. They are given the mission to stop the biggest group of Anarchy leaders<br />who were last seen on the highway heading to Mexico. <br />Last resort will be funded by the government, with a Kill to Earn policy implemented<br />which means that they will be paid for every Enemy killed. They will also gain bonuses<br />for doing good acts, such as not causing property damage and not hurting civilians. The<br />United States is counting on you to complete your mission, YOU are the LAST RESORT.<br />
  4. 4. Objective<br />The player must survive through rounds which will have different enemies and obstacles which will challenge the player’s skills. <br />The player must survive the onslaught with at least one car remaining or its game over.<br />
  5. 5. Controls<br />Left Click – Will be used to select cars and set routes in Slow Mo.<br />Arrow Keys – Will be used to move player cars when highlighted and not in Slow Mo.<br />Space Bar – Will be used to activate and deactivate Slow Mo<br />
  6. 6. Enemies<br />There will be a variety of different enemies to keep the game exciting and challenging.<br />The enemies will have different damage and health. <br />
  7. 7. Normal Enemies<br />Small Enemy – This is the basic enemy, with low health, low damage and a high fire rate. They will try to overwhelm you with numbers rather than firepower. These enemies move through lanes often<br />Medium Enemy – This enemy will be slower than the Small Enemy, but will have higher fire power, more health, but a slower fire rate. Will move to different lanes occasionally.<br />Large Enemy – The slowest of all normal enemies, but with the highest fire power. The large enemy will have the most health, slowest fire rate, but will cause the most damage. Will move to different lanes rarely.<br />
  8. 8. BOSS<br />The boss will be the final enemy the player will face. It will take up two lanes and will have 4 weapons:<br />Weapon 1.Low Damage, High fire rate<br />Weapon 2.Medium Damage, Medium fire rate<br />Weapon 3.High Damage, Low fire rate<br />Weapon 4.Extra High Damage, Extra low fire rate<br />The Boss will not change lanes but the guns will rotate to shoot in different lanes.<br />The boss will have very high health.<br />
  9. 9. Player’s Cars<br />Small – Low on cost, high fire rate, low damage, low health.<br />Medium – Moderate price, moderate fire rate, moderate damage, moderate health. <br />Large – Expensive, low fire rate, high damage, high health<br />Blocker – Will be used as the shield for the other cars. Best put in front to block incoming fire. Blocker has NO guns, only used as shield. Has the most health out of all the cars, with a cost in between the small car and medium car’s price.<br />
  10. 10. Below is an example of how the regular play screen will look without the player clicking on anything. The Black box on the bottom indicates the player’s HUD/Buy Screen. The player’s Money is located on the top right of the HUD. The cars seen on the HUD is the buy screen, with arrows to move through the selection. On the left side of the screen is the Slow Mo Meter which will deplete when used; turning yellow at 75% and red at 25%. On the right hand side will be the player score, it will fill upwards when the player receives points. The numerical number Is located underneath the score bar.<br />
  11. 11. Score Bar<br />The score bar will have more than one function. When the score bar fills up it will;<br />Reward the player by adding a 25% replenishment to the player’s Slow Mo bar.<br />Start a Double Point phase that will give the player double points for 20 seconds.<br />Stay filled during the double point phase and glow.<br />As the score fills it will have an animation of bullet holes appear.<br />
  12. 12. The Score bar on the right will have a glowing blinking effect once filled up and the X2 above it will do the same. When the enemies explode they will have a point value that will be added to your score as seen below.<br />
  13. 13. Rules<br />The player will be able to choose cars at any time which will change the layout of the screen into a move screen. <br />The player may move cars at anytime as they wish but will not be able to move cars over one another, there must be room for the car to pass. <br />The player will also have a slow mo feature where they can plan multiple moves and then make a fast switch once they resume regular game speed. They must strategically move their cars so they will have room to move from lane to lane. <br />The cars will shoot automatically, but the player must put them in the correct lanes in order to hit enemies directly in front of them. <br />The player will be able to buy cars at any time during game and will gain money for every Enemy they destroy. <br />
  14. 14. Move Screen<br />When the player clicks on a car they will be shown a grid of possible locations to move their car. <br />This will NOT pause game play and will be available at any time. <br />Once a car is selected the player will be able to move the car with the arrow keys. <br />The Car will also be displayed in the bottom right of the HUD<br />
  15. 15. Below is an example of the player selecting the car which they want to move. Since they clicked on a car the Move Grid will pop up and show them the possible locations to move the car. The car they selected is also highlighted in green.<br />
  16. 16. Slow Mo<br />The player will be able to use the Slow Mo feature which will slowdown the game play for a short while. <br />The player will know when Slow Mo is activated by the lanes on the highway moving at a much slower rate than usual and by the bullets on screen moving slower as well. <br />The player will be able to move one or multiple cars with the mouse, setting routes through the grid. Once the player exits slow mo, the car(s) will move on their own very quickly to their predetermined destinations.<br />
  17. 17. This is an example of the Slow Mo feature being used. The car has been selected and the Route Line is being set by the player.<br />
  18. 18. The player has selected the destination for their car to move, indicated by the Green Box with a ghost car inside.<br />
  19. 19. Slow Mo (Multiple Cars)<br />Players will be able to move more than one car at a time in Slow Mo and set different routes for as many cars as they want as long as they have room to do so. <br />When a player is done moving one car in slow mo they may choose another car which will be highlighted in green and shown on the HUD. <br />The Route Lines will always be Green unless the player crosses over another route line. If this happens the Route Line will change to another color to clear any confusion of cars routes.<br />
  20. 20. The car the player has selected has been highlighted in green and is shown in the HUD.<br />
  21. 21. The route Line is green because the player has not crossed another route line.<br />
  22. 22. A ghost car enclosed in a green box appears when the player chooses the final spot the car will move to on the grid. When resumed the cars will move quickly to their destinations.<br />
  23. 23. The route line has changed from Green to Blue because the player is setting a route which is crossing another cars already set route.<br />
  24. 24. A ghost car is seen because the player has chosen the route which the car will move. Once game play is resumed the cars will move quickly to their destinations.<br />
  25. 25. Cars Health<br />The health will be shown visually to the player through;<br /> paint scuffs and loss of color when health is less than 75%<br />Smoke when the health of the car is less than 50%<br />Fire when the health of the car is less than 25%<br />Enemies health will be shown visually the same way<br />
  26. 26. This is an example of the scuffs a player’s car will receive. You can see the paint start to fade.<br />
  27. 27. The cars health is below 50% you can see the smoke coming from the hood and the back of the car.<br />
  28. 28. Cars health is critically low, fire appears on the hood and the back of the car.<br />
  29. 29. Obstacles<br />Through the game there will be various obstacles in the road that the player will need to avoid or rearrange their cars in order to deal with the obstacles. <br />The player will be given a warning by being shown a flashing road sign in the middle of the screen in the lane that the obstacle will appear in. <br />Each obstacle will be given its own distinct road sign to clear any confusion for players.<br />The enemy will usually avoid the oncoming danger so they will switch lanes. If the enemies grid is full and they cannot avoid the danger they will be killed by the obstacle but the player will not be rewarded for their death.<br />
  30. 30. Barrels<br />An explosive sign will appear on the players screen warning them of exploding barrels. <br />The barrels will do a certain amount of damage to the players Large and blocker car, will kill small and medium cars instantly.<br />
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  33. 33. Pedestrians<br />A pedestrian sign will appear on the players screen flashing, and the player will also be warned with a beeping danger sound. <br />Pedestrians will not damage cars but if the player successfully maneuvers around them they will receive a bonus from the government.<br />
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  36. 36. Turned Cars<br />Their will be turned cars on the road from time to time. <br />The player will be warned with a Danger sign that flashes and a beeping danger sound. <br />The player can avoid the car or they can place a blocker car upfront and the blocker will knock the car in the air giving the cars behind it time to pass underneath it without sustaining damage. <br />
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  39. 39. Drops<br />Their will be gaps in the road at times which the player will be warned with a sudden drop sign and a beeping danger sound. <br />The player’s small and medium cars can jump the ramp and make it over the gap, but the Large and Blocker cars will fall into the gap and explode.<br />
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  42. 42. Power Ups<br />The enemies will sometimes drop power ups that the player can pick up. <br />The first car to touch it will be the one to get the power up, so if the player wants a car in the back to get it they most likely will have to rely on their Slow Mo in order to rearrange their cars quickly.<br />
  43. 43. Damage Up<br />This power up will be a permanent power up that will increase the firepower of the car’s weapon by 25%<br />Only one can be picked up per car<br />This will be displayed visually by changing the color of bullets the car shoots.<br />
  44. 44. Armor Up<br />This will be a permanent power up that will increase the health of the car by 25%.<br />Max of 2 per car<br />Displayed visually by small armor being added to the car<br />Once the armor is destroyed it will fall off of the car.<br />
  45. 45. Repair<br />This power up will repair the car that picked it up by 30%<br />Will be displayed visually by the car losing the effect of smoke, scuffs or fire depending on the health of It when picked up.<br />
  46. 46. Fire Rate Up<br />This power up will only last the player for 15 seconds<br />Only one can be picked up at a time, cannot be stacked.<br />Displayed visually by a glowing effect around the car and by the speed of the cars fire rate.<br />
  47. 47. Enemy Breakdown<br />
  48. 48. Player Vehicles<br />
  49. 49. Art<br />Top Down View<br />Different Cars<br />Roads<br />Obstacles<br />Explosions<br />HUD<br />
  50. 50. Programming<br />A lot of the code we already have, for example: explosions, scrolling, firing, timers for firing.<br />Biggest task programming wise would be the Slow Mo Mechanic, which would be a series of timers that would just slow down movement of everything for a set amount of time, and the Route Feature in the Slow Mo.<br />
  51. 51. Audio<br />Different Car Sounds<br />HUD Sounds<br />Oncoming Obstacle sounds<br />Explosions<br />Pedestrians<br />Background Music<br />
  52. 52. Time Management<br />We would have to choose to either focus on power ups or obstacles with time constraints. <br />If time is allowed we can get to the one we didn’t choose and try to include it.<br />

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