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FoldSpace

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But the complex labyrinth of FoldSpace turns this into an elusive and mobile war. ... The game is dynamic and mobile, rendering common static RTS objects obsolete. ... – PowerPoint PPT presentation

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Title: FoldSpace


1
FoldSpace
  • Real-Time Strategy Game Concept
  • Luke Parkes-Haskell

2
Modern Strategy Games
  • Theyre all the same game, packaged and repacked
    with slightly differing media.
  • Successive titles are just bigger and better
    than their predecessors.
  • Cramming more objects into the game doesnt make
    a game better.
  • In RTS terms, it can easily make it worse.
  • Theres too much for the player to deal with, or
    the game just loses the strategic depth.

3
Break the Mould
  • Lets construct a game that defies these
    conventions.
  • We dont want to be yet another insert fantasy
    /historical /sci-fi setting duplicate.
  • We want to stand out from the crowd and offer
    something that is new.
  • But it still must be familiar enough to warrant
    player comfort with the genre.

4
Break the Mould
  • Lets imagine a world where the conventional and
    foundational laws of physics simply do not
    apply.
  • By breaking these fundamental conventions, we can
    explore new concepts and ideas.
  • The possibilities are limited only by our
    capability to produce, and our imaginations.
  • Lets see how FoldSpace breaks the mould

5
Escher Space or Relativity
  • Escher was a dutch artist who explored the realms
    of advanced mathematics and paradoxical,
    impossible constructions.
  • This lithograph print is a famous work known as
    Relativity.
  • This is a paradoxical world in which the
    conventions of gravity do not apply.

6
Escher Space or Relativity
  • Here there are three sources of gravity each
    orthogonal to the other.
  • By depicting them in the same space, we create an
    intriguing situation where multiple objects
    inhabit the same space, but different gravity
    wells.
  • An object inhabiting one gravity well cannot step
    into another so readily if they were to step
    into an area that does not correspond, theyd
    simply fall out.
  • This is the most powerful feature of FoldSpace
    and enables an incredible depth of level design
    and player lateral thinking.

7
Teleportation and Portals
  • Navigation in an Escher influenced bent-space
    world is almost impossible.
  • To make it easier, we present the player with the
    means to move objects between the three
    gravitational planes teleportation and
    portals.
  • Neither of these are really new. Portals have
    been used to optimise games since the days of
    Descent, and have been seen recently in games
    such as Prey.
  • They make transit incredibly rapid, and can also
    further complicate level design, or even
    introduce further levels of strategy mechanics.

8
Manipulation is Key
  • We give the player the ability to use static
    teleporters to move rapidly across our bent
    space.
  • Portals can be created dynamically and used to
    allow objects to pass into practically any
    location.
  • The player can also control doors, drawbridges
    and more esoteric constructs, such as moving
    platforms that can rotate to move between gravity
    planes.
  • Such freedom of movement within a complex
    environment results in incredibly dynamic play.
  • We need to be careful that we do not overload and
    frustrate the player by making things too
    complicated.

9
The Interface is Critical
  • Such an esoteric setting will render a
    conventional user interface useless.
  • It is not however redundant, but it needs
    significant tweaking to make it functional.
  • We allow the player to move the camera freely in
    the game environment, but still control units in
    the same manner as a standard RTS.
  • This means were actually looking at a control
    system that has more in common with flight
    orientated games like Blazing Angels or
    Freelancer.
  • This is the most optimal way to control movement
    in a tri-axial space that has no definitive
    vertical planes.
  • This isnt totally necessary, however as the
    three gravitational wells can actually be
    displayed without obstructing one another but
    it may prove useful for the player in some
    situations.

10
FoldSpace
  • FoldSpace is an enormous space station that
    defies the natural laws of physics.
  • It is the experimental creation of Zaibatsu - the
    largest mega corporation ever to have existed.
  • Its elaborate monopolisation of the realms of
    bioengineering, advanced mechanics and warfare
    provide it incredible income, at the expense of
    its employees.
  • With unlimited resources, the Zaibatsu mega
    corporation controls the most advanced technology
    the human race has ever seen.
  • But even a mega corporation can still be
    threatened by enemies and rivals

11
The Underminers
  • There are revolutionaries that seek to disrupt
    the awesome political, social and economical
    control of the corporation.
  • There are rival companies that are failing in
    their desperate attempts to compete, and will do
    anything to gain an upper hand.
  • There are the disgruntled and discontent
    employees of Zaibatsu itself, a constructed
    race of sub-human who exist only to work.
  • The time has come for these groups to ally, and
    undermine the establishment.
  • FoldSpace is the first target.
  • Zaibatsu is unaware of this collaboration, and is
    ill prepared.

12
Redefining Guerilla Warfare
  • With the Underminers seeking to steal the prize
    of the Zaibatsu corporation, bloody warfare
    breaks out aboard its decks.
  • But the complex labyrinth of FoldSpace turns this
    into an elusive and mobile war.
  • With both factions able to theoretically travel
    to any point that they wish to, an impossible
    struggle for control begins.
  • With both sides hacking into consoles, manually
    destroying critical systems and using the
    technology to their whim, FoldSpace becomes a
    nightmarish mess of sealed doors, misdirecting
    lifts, teleportation, booby-traps and improvised
    portals.
  • Zaibatsus armed control force vastly outnumber
    the Underminers, yet using their infinite
    mobility, they are able to remain one step ahead,
    constantly eluding their pursuers in the
    labyrinth that is FoldSpace.
  • This is a new age of Guerilla warfare, unlike any
    that has previously been seen. The struggle for
    control of FoldSpaces critical systems has begun
    this is the entry point for the player, as
    either the commander of an elite group of
    underminers, or as the taskmaster of the control
    force who seek to clamp down on this revolution.

13
Gameplay is Everything
Fundamentals
  • Unlike other RTS games, FoldSpace does not force
    the player to harvest resources, build structures
    or maintain any form of base.
  • The game is dynamic and mobile, rendering common
    static RTS objects obsolete.
  • Instead the player can seek out control panels
    and actively hack them to gain the upper hand.
  • These may control certain things, such as doors
    or platforms as described before.
  • But they might also be used to access storage
    lockers that contain potentially useful
    upgrades.
  • They might be used to call in reinforcements from
    neighbouring sectors.
  • Hacking things is risky. It takes time, and can
    be used to track the movement of your units
    through FoldSpace. Units that are hacking are
    very vulnerable to attack.

14
Gameplay is Everything
Victory Conditions
  • The objective of the game is to prevent the enemy
    from securing control of the section of FoldSpace
    that you both occupy.
  • This can be done in several ways.
  • The first is to simply completely eliminate your
    enemy.
  • The second is to control all of the critical
    systems in the section often security points
    and environmental systems.
  • The third is to destroy all of the systems and
    objects that are important to the enemy.
  • A draw may be forced by successfully controlling
    vital systems and initiating mutual destruction.

15
Gameplay is Everything
Control
  • Units in the game are controlled in the familiar
    click and command style, giving them movement
    orders by clicking on empty spaces, attack orders
    by clicking on enemies, or special orders by
    clicking on objects.
  • Many objects and units will also have a separate
    menu that allows them to perform special orders.
  • The camera is moved via the mouse and wsad
    style key controls.
  • Any unit may be jumped to at any time they each
    have an independent tab at the top of the screen.
    This is necessary due to the maze like nature of
    FoldSpace.

16
Gameplay is Everything
The Units
  • There are only three units in the game, and they
    fulfill identical roles in both factions.
  • The first is the fighter. Fighters are trained to
    operate weapons and are naturally combat
    inclined.
  • The second is the hacker. Hackers are used to
    operate systems and gain control of FoldSpace.
  • The last is the technician. Technicians are able
    to repair damaged systems and machinery, and rig
    booby-traps in certain systems or machines.
  • These three unit types are formed into squads,
    that will move around in support of one another,
    and can fulfill practically any task.
  • Lost squad members will reduce the effectiveness
    of that unit especially hackers and
    technicians, who are few in number.
  • Losing entire teams can be extremely
    detrimental!
  • It is however possible to call for reinforcements
    and replace lost squad members, or to replace
    lost squads.
  • There is a limit to the number of squads in any
    sector at a given time per faction.

17
Gameplay is Everything
Upgrades
  • Using hackers, certain control panels can be used
    to access storage containers.
  • These will often contain a weapon or a piece of
    equipment.
  • Squads may only carry one weapon and two pieces
    of equipment at any given time. Every squad
    member must be equipped identically.
  • When an upgrade is found in a container, the
    player may choose to give the squad that upgrade.
    This may mean replacing an existing upgrade.
  • These are spawned randomly in containers it is
    therefore impossible to remember the locations of
    the best upgrades and always use them.
  • Some containers are harder to hack. They are more
    likely to contain the best upgrades.

18
Gameplay is Everything
Upgrades
  • Squad members are initially equipped with a
    plasma rifle and light armour.
  • The plasma rifles may be switched with EMP
    cannons, flechette guns or obliterators. Each of
    these weapons has different advantages and
    disadvantages.
  • Light armour may be switched for heavy armour,
    grappling hooks, skeets (mobile portal
    generators), energy shields or stealth suits.
    Each of these may grant a squad different
    benefits and deficits in combat.
  • Choosing the right equipment for the combat role
    of the squad is vital to success. Some equipment
    is simply superior to other pieces, but as a
    result is harder to find.

19
FoldSpace
  • This was just a brief, sample overview of the
    game concept behind FoldSpace.
  • It is naturally still flexible and much can be
    done to improve and add to the design.
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