Project Net-Warriors

Overview

Game Title: Net-Warriors

Game Engine: Unity

Coding Language: C# or JavaScript

Graphic Style: 3D model, 2D view

Graphic Engine: Blender

Game play Style: Progressive fighting game

Game platform: PC (Steam)

Project Goals: The beginning idea for this project is to make a unique combat system which elaborates on the concept of rock, paper and scissors. The game will be a simple point and click mechanic which will be easy to begin with but difficult to master and will reward players with flashy combat animations.

Features / Player Motivation / Unique selling points:

  • The combat system will be a simple point and click mechanic with a timer for players to decide under pressure, which will slowly become less and less allowing for higher difficulty.
  • Combat animations will be inspired by YouTube videos and Anime combat systems.
  • Players will be able to watch an unhindered battle video after the fight is over and share it with their friends.
  • As players continue to play they will be constantly learning new skills which will keep the game fresh.
  • No fight will ever be the same.

Player Motivation: To be a bad ass and show it in style.

Story

Prologue: Viruses and hackers have become a huge issue with today’s computer networks, at least they were until a new anti-virus software was developed which was called Net Warrior. It’s a self-learning Artificial intelligence that can be placed on any electronic device and scan a network, detect and delete anything malicious.

As the software became more complex developers built a user interface, which allowed people not only to see their net warrior but also interact with it, this became very popular with people of all ages as they used this utility to fight one another on their way to work, in their spare time etc.

It has now gone viral, people from all over the globe share their battles and everyone is aiming to make the best net warrior.

User interface

Skill Bar:  4 translucent boxes run along the bottom of the window, 4 random skills from the player’s skill roster will appear, dependent on the requirements after each action takes place.

Performance Window: this is where the animation takes place, takes up the entire window.

Reaction time: During the reaction time the animation will slow down and a green bar will appear behind the skill bar, once the bar gets to the other side the chance to use a skill is over and the animation plays out. Reaction time is cut short when you choose a skill

Skill details: when highlighting a skill, it comes up with a small box showing; the title of the skill, a small animation window, underneath it will show; the type of attack, where the attack targets, if it performs any special actions, how much combat power it has and how much Energy it uses.

Energy bar: Energy is represented in the top right hand corner as a battery with a green fluid contained within the battery border that goes down as Energy is used.

The Energy bar will be going up and down dependent on the actions used by the player.

Health bar: the health bar is represented with a stickman outline with a percentage on the head, body, arms and legs to represent each of their functionality.

Each percentage will go down by 30% when hit.

Movement

Players can select a skill which shows the details of the skill by pressing 1-4 on a keyboard, pressing the same number again will select the skill.

Hovering the mouse icon over a skill shows the details

Skills

Title: the name of the attack (Adjective action)

Icon: border will be the colour of the attack type, and the image will be a minimised image of part of the animation upon contact.

Animation: 2 sets of animations which will play out dependent on the result of the combat power; Hit, dodged, blocked.

Type: 3 variations of skill types; Power, agility and precision. Power gets a bonus over precision, agility gets a bonus over power and precision gets a bonus over agility.

Target: players can either choose to attack the head, body, arms or legs. To win the battle you must hit the player in the same target area multiple times till it has no more points left which unlocks finisher attack moves.

Requirements: What position the player must be in to be able to use the skill (behind the enemy, on the floor or at a distance), how many hits a target has taken, how much Energy is left.

Skill Level: As you progress through the game you can level up skills which mean that they perform special actions, you need to hold down on the skill to perform a higher-level attack so it takes more reaction time to use and they also require more Energy to perform.

Special action: special action can cause effects such as; daze which means your reaction time is greatly reduced, knock down means that you get knocked down to the floor, push away means that the two characters end up further away from each other, starter which is the attack that is used to begin the fight and finisher which is a move that can be used to end the game.

Combat power: combat power is the numerical value given to the attack after modifiers have been applied which go up against the other player.

Each skill has a combat power which gets modified by a stat buffer, luck and dependent on who has the superior skill type. E.g. if you use power and they use precision they will take a negative modifier to their combat power.

Energy usage: Energy will go down every time you use a skill, you can gain back Energy if you don’t perform an action.

Learning a skill: Skills have different requirements on how they can be learned, basic skills require you to defeat someone who already has the skill however developing skills require you to either have unlocked multiple skills beforehand or you need to use a skill a certain amount of times in combat.

Combat workflow

Starting combat: the first player to choose an attack is considered the attacker and the second person becomes a defender.

The animation for the first players attack will begin, starter attacks often take a little longer than usual attacks as the player will dash in to close combat.

Combat: The defender then gets to make a choice from 4 new skills on what to defend with, if the player doesn’t choose before the reaction time is up they will just get hit.

If the defender does choose a skill, the combat power is compared after the de-buff has been applied (If both choose same attack type no de-buff is applied).

If the defender wins the combat power, then they will either block or dodge and then counter with an attack of their own and the attacker becomes the defender.

If the attacker wins then they hit the defender and can attack again.

Some attacks can break combat and allow for players to restore Energy.

Ending combat: When players have been hit in certain targeted areas more than 3 times, players will be able to use finisher attack moves and if the finisher successfully hits it will kill the defending player.

When a player’s targeted area has been hit 3 times their reaction time will be reduced.

After combat: When combat has ended, players will be able to either go back to the main menu or watch the video of the fight without the slowdown from the reaction time, and they can save the video to watch later or to share on social media.

Homepage

Login: players will need to login with their username and password to get to their character

Forgot password: Allow users to have a password reset emailed to them if they forget their password

Register: A quick to fill in create a user account sheet; Email, Username, Password and verification code.

Main Menu

The main menu will look like a desktop with Icons that lead to different aspects of the game.

Training: If players want to fight against NPCs they can use training to learn the game mechanics which slowly go up in difficulty which will also allow players to learn new skills as reward.

Scan network: Scan network will find someone to fight against, you can choose between network or friends list.

Network will face you off against someone at random and friends list will allow you to choose your opponent from your friends list.

Customise network warrior: This allows you to go through all the skills you’ve learned, they are represented in a spider diagram, if you haven’t unlocked the skill then they won’t appear in the diagram.

Players are given a fixed amount of points which they can spend on either one of their body parts health, energy, reaction time or one of the three fighting types; strength, agility or precision. They can redistribute these points whenever they like. (Except during Combat).

They can also change the colour of their character.

Friends list: Allows you to add and remove friends from your friends list.

Log off: quits out the game.

Features to think about for the future

A platform game element: Developing a randomly generated map which allows players to explore networks, which works the same way in combat that it requires players to learn movement skills to overcome obstacles e.g. wall run, double jump, slide etc. one challenge could be Outrunning firewalls, or try to get to servers to unlock updates.

More customisation options: A graphical update in which we can add accessories to the characters as well as develop a more elaborate levelling system which will make the game progressively harder. Adding weapons and magic could also make for more interesting combat animations.

Tournament modes: More competitive modes to allow for competitive players to fight it out and find out who’s the best.

Multiple opponents at once: Being able to take on multiple opponents at once by yourself.

Controller support: integrating support for controllers.

Create game on multiple formats: Allow for the game to be played on Mobile and Console as well as PC.

Part 1 – Building a 2d attack User interface

Introduction

Before we start building an assortment of animations and building the game comprehensively, it’s been suggested that we first build a text based version of the game.

This allows us to identify how the game will work without the need for building assets and animations which would postpone the development time of the game without us being able to test what works and doesn’t.

List of assets

Skills: Skills are what players use to attack their opponents, they contain a lot of detail. Title, description of attack, what area of the body they’ll damage, their combat power, their attack type, and how much energy is required to perform the task.

In the first instance we will only be using 6 skills; 2 x Power, 2 x agility and 2 x precision. For now they will be basic attacks and will not have any special requirements e.g. opponent positioning. We will add more skills as development goes on.

Skills bar: The skills bar is used to evaluate what skills can be used and assign a key combination to the skill, so that when you press that particular button the skill assigned will be performed.

During this build the skill bar will be able to pick 4 out of the 6 skills and assign them to the key combinations. It will also tell the player which skills are assigned to what keys.

Health: 3 points of Health is assigned to each body part; head, arms, legs and body. When one of the body parts reaches 0 we will consider that a completed fight and it will end the game.

Energy: Each player will start with 20 points of energy and each skill used will use up a certain amount of energy points.

Skills

Power skills

Skill Title: Punch
Skill Icon: Red 1
Description of attack: <attacking player name> swings their fist at <defending player name> head.
Body Area Attack: Head
Skill Power: 15-20
Energy Usage: 1
Successful Message: <attacking player name>’s fist collides with <defending player name>’s head.
Blocked Message: <defending player name> blocks the incoming fist with crossed arms.
Dodged Message: <defending player name> weaves to the side of the fist narrowly avoiding the incoming attack.

Skill Title: Kick
Skill Icon: Red 2
Description of attack: <Attacking player name>’s leg comes up as the sole of his boot aims towards <defending player name>’s abdomen.
Body Area Attack: Body
Skill Power: 15-20
Energy Usage: 1
Successful Message: <Attacking player name>’s foot sinks in to <defending players name>’s stomach as their body folds around the foot and is pushed back.
Blocked Message: <defending player name> blocks the incoming foot with crossed arms.
Dodged Message: <defending player name> weaves to the side of the foot narrowly avoiding the incoming attack.

Agility skills

Skill Title: Jab
Skill Icon: Green 1
Description of attack: <attacking player name>’s fist swings up between <defending players name>’s ribs.
Body Area Attack: Body
Skill Power: 15-20
Energy Usage: 1
Successful Message: <attacking player name>’s fist sinks in to the <defending player name>’s ribs and forces them up off the ground.
Blocked Message: <defending player name>’s arms are able to stop the <attacking player name>’s arms as he stops the elbow joint from proceeding forward.
Dodged Message: <defending player name> takes a step back as they watch the fist slide up narrowly missing their face.

Skill Title: Roundhouse Kick
Skill Icon: Green 2
Description of attack: <attacking player name> swings his body around lifting his foot up off the ground aiming for the <defending player name>’s head.
Body Area Attack: Head
Skill Power: 15-20
Energy Usage: 1
Successful Message: <attacking player name>’s foot collides with the <defending player name>’s cheek, sending them spiralling.
Blocked Message: <Defending player name> brings up their arm blocking the impact of the foot from hitting their head.
Dodged Message: <defending player name> ducks underneath the incoming foot allowing it to fly over their head.

Precision skills

Skill Title: Dislocate arm
Skill Icon: Blue 1
Description of attack: <attacking player name> aims for the <defending player name>’s arm hoping to get them in to a grapple.
Body Area Attack: Arms
Skill Power: 15-20
Energy Usage: 1
Successful Message: <attacking player name> is able to fling <defending player name> to the floor by their right arm.
Blocked Message: <defending player name> pulls their arm down, releasing from <attacking player name>’s grip and steps back.
Dodged Message: <defending player name> avoids the <attacking player name> grapple, and takes a step back.

Skill Title: Leg Sweep
Skill Icon: Blue 2
Description of attack: <attacking player name> ducks down swinging his leg low around in a circle.
Body Area Attack: Legs
Skill Power: 15-20
Energy Usage: 1
Successful Message: <attacking player name> leg collides with <defending player name> who topples to the ground, quickly picking themselves up again.
Blocked Message: <defending player name> enters a defensive stance, and the <attacking player name> leg gently bounces off.
Dodged Message: <defending player name> jumps over the incoming legs, avoiding them completely.

Skills Bar

Each basic attack will have the combat end in the same position they started in so won’t need to take in to account character positioning when choosing what skills to show, we also won’t be creating any energy replenishing skills so that won’t need to be taken in to consideration when energy is low.

The skills bar will randomly choose 4 of the 6 skills and assign it to either the keyboard character 1, 2, 3 or 4. There can be only one skill per keyboard input.

Health

When a skill successfully hits the opponent, the body area attack takes 1 damage, if the skill is either dodged or blocked no damage is taken.

Energy

When a skill has been chosen then the energy requirement of the skill is instantly used up. If the player does not have enough energy to use the skill then the skill will not appear in the skill bar.

Choosing a players turn

At the beginning of the game the player who selects there skill first instantly becomes the attacker and the other player becomes the defender. These roles will switch when the other player successfully gets a counter in.

Calculating who wins an attack

Skill Power + Modifier = Combat Power

Skill power is a range from a low number to a high number, that will be assigned specifically to the Skill. Every time you attack it will choose a random number between the low and high number.

Modifier refers to the negative effect that players will receive if they choose a skill that is weak against the other skill; precision gets a negative effect when used against power, power gets a negative effect when used against agility and agility gets a negative effect when used against agility.

The two players combat power is compared and it will decide who wins the attack; If the attacking player has the higher combat power they will successfully hit, if the players are within 2 points of each other or draw then it’s a block and if the defending player is the higher number then they will successfully dodge.

Controls

Players can press 1, 2, 3 or 4 on their keyboard to choose an attack.

User interface

Skill Bar: 4 translucent boxes created in the central bottom of the viewing window, when it’s time for the skill bar to decide what skills should be used it will fill the translucent boxes with the associated skill icons.

Timer: Some form of timer to show how long a player has to choose to make a move, when a move is chosen reset the timer. If timer reaches zero force that no action was taken.

Action Window: There will be a text box window screen in the central viewing window area where the skill descriptions and results (Success, Dodge, Block will appear).

Create a new line for each action and only show 20 lines of actions before clearing off the old text.

Health and energy: In the top left hand corner have player 1 and in the top right hand corner have player 2.

Categories; Head, Legs, arms, Body, Energy.

Whenever a body part is hit add a 1 to the body part in the top corners, when they hit 3 say the other player wins.

Energy starts at 20 and depletes every time an action is used, when it hits 0 have players waste a turn to replenish 5 energy.

User interface image