Sunday 23 September 2012

Game Design & Production Assignment#2


Name: Alien Hunter
Number of Players: 4


Map:


Red: player's base.
Green: neutral resource/ territory for players to capture, and it gives vary amount of resources according to the number stated on the resource block.
Grey: rock that unit cannot land on or go through.
Purple: a rare neutral resource/ territory locates at the center, and it gives 10 resources to player who captures it.


Backstory: 

                    In the distant future there are 3 separate factions vying for control of a planet. One day a Metroid crashes into the planet, containing a mysterious alien race which adapts the environment and copies the other races. The aliens seem to know how use the planets resources very well, and plan to use to it to take over the planet.


Victory Condition:

                    The player with the most territory after 22 rounds wins or all other players are eliminated from the game.


How to Play:

                    Each player starts at each corner with a role and 10 resources, and gains 3 resources every turn as long as the base has not been invade yet. Players can spawn units according to the resources they have and they have to use the units to 1). take more resources 2). eliminate other players' unit 3). invade other players' base.


A unit ScoutBike successfully captures 3 resource blocks; now captured territory = 3.

                    In order to win, players need to expand their territory. They can expand by moving unit onto the neutral or other players' resource and it captures automatically and immediately if there is no other unit. Once a resource block is captured, that player gains more resources every turn until he/ she loses it.

                    One block can only hold one unit. If a player wants to land on a block where there is another unit from another player, they can put their units into combat to determine which one should stay on the block and destroy the other one. If the block happens to be a resource, the winner of the combat takes captures the resource. If the block is a player's base and there is no unit in the base, he/ she is immediately eliminated from the game and all his/ her units and resources now belong to that invader.



Role:

                    Before game starts, each player draws a card to determine their role in the game. Each role has a  different attribute. There are 3 roles for 4 players: 1 Alien, 1 Slayer, and 2 Human.




Human: players with human role can spawn human unit, and deal extra damage to slayer's unit.




Alien: players with alien role can spawn alien unit, and deal extra damage to human's unit.





Slayer: players with slayer role can spawn human unit, and deal extra damage to alien's unit.



Unit:
Each unit has its own cost, strength, and mobility.
Human Unit:

ScoutBike: cost 3 resources to spawn; 3 strength; 3 movement speed.
Buggy: cost 4 resources to spawn; 4 strength; 2 movement speed.



Infantry: cost 5 resources to spawn; 5 strength; 2 movement speed.
Scout Airship: cost 7 resources to spawn; 7 strength; 3 movement speed.




Hover Tank: cost 8 resources to spawn; 8 strength; 2 movement speed.
Heavy Tank: cost 10 resources to spawn; 10 strength; 1 movement speed.




Helicopter: cost 13 resources to spawn; 12 strength; 2 movement speed.
Heavy Air Gunship: cost 16 resources to spawn; 12 strength; 1 movement speed.


Alien Unit:


Alien Lv1: cost 3 resources to spawn; 3 strength; 4 movement speed.
Alien Lv2: cost 6 resources to spawn; 5 strength; 3 movement speed. 





Alien Lv3: cost 10 resources to spawn; 7 strength; 2 movement speed.
Alien Lv4: cost 13 resources to spawn; 11 strength; 1 movement speed.




 Alien Lv5: cost 16 resources to spawn; 16 strength; 2 movement speed.


Core Idea:

                    This is a territorial acquisition board game designed by Terry, Aldwin, Philip, and I. We decided to start of with 4 players at each corner of a rectangle map, so it is easier to set the map and distribute the resources. Then, we put various units for player to use in game. Each unit has different characteristic, which allows player to plan out how to achieve their objective in the game by using different unit accordingly. To make this more interesting, we added different roles for player. So, players can have different play style and strategy, which also increases the replay value of the game. To add on what we already had, we put a big 2x2 resource block in the center, which is a complete game-changing tool. This way we can ensure the game can reach to a certain level of intensity when players have enough resources/ territories and units to fight over it.

all units' and role images © Harry Leung 100456150 @ U.O.I.T.






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