
1. Insanity
1.1. Game Design Document
1.1.1. New node
1.1.2. New node
1.2. Art Style
1.2.1. Cartoonish, disproportionate characters
1.2.2. New node
1.2.3. New node
1.3. Programming
1.3.1. New node
1.4. Game Design
1.4.1. Unit Types
1.4.1.1. Melee, Ranged, Buffer
1.4.1.2. get certain areas to get special units
1.4.1.3. see loadout node
1.4.2. Game Loadout Screen
1.4.2.1. Choose unit buffs
1.4.2.2. Change unit looks
1.4.2.3. choose certain number of spells and certain number of units
1.4.3. Owning lobes
1.4.3.1. buffs
1.4.3.1.1. +1 armor
1.4.3.1.2. faster spawning
1.4.3.1.3. resources
1.4.3.2. click lobe to gain spell
1.4.3.3. section off lobes into groups
1.4.3.4. New node
1.4.4. Spells(no hero)
1.4.4.1. large cooldown
1.4.4.1.1. enough cooldown to use spell
1.4.4.2. earn spells through time
1.4.4.3. 3 to 4 spells
1.4.4.4. get spells by conquering lobes
1.4.4.4.1. spells above lobe to activate
1.4.4.5. wheel loadout or high alpha spell menu
1.4.4.6. New node
1.4.5. Problems:
1.4.5.1. Balance power between two players
1.4.5.1.1. New node
1.4.5.2. Time
1.4.5.2.1. quick battles
1.4.5.2.2. too big
1.4.5.2.3. New node
1.4.5.3. Fewer units
1.4.6. Spawning
1.4.6.1. customizable spawn intervals
1.4.6.2. use resources to choose spawned units
1.4.6.3. New node
1.4.7. Concept
1.4.7.1. How much brain oriented?
1.4.7.1.1. art style
1.4.7.1.2. story
1.4.7.1.3. context
1.4.7.1.4. loose interpretation of the brain
1.4.7.2. How much warfare?
1.4.7.2.1. main gameplay
1.4.7.2.2. New node
1.4.7.2.3. New node
1.4.8. Unit Build Queue
1.4.8.1. Spawn automatically for each area you have conquered
1.4.8.2. cycling queue
1.4.8.3. 4 every ten seconds
1.4.9. Unit destinations
1.4.9.1. set rally points
1.4.9.2. Unit travel between lobes dont funnel through doors, they transport into lobes
1.4.9.2.1. reduce bottlenecking
1.4.10. What makes the game fun?
1.4.10.1. Choose units
1.4.10.2. Deploy units
1.4.10.3. spells
1.4.10.4. combat
1.5. Game Mechanics Assignments
1.5.1. Programmers
1.5.1.1. New node
1.5.1.2. New node
1.5.1.3. New node
1.5.2. Artists
1.5.2.1. learn maya
1.5.2.2. basic shapes(cubes,spheres, pyramids
1.5.2.3. New node
1.6. First Playable:
1.6.1. Unit gains bonus from capturing area
1.6.1.1. unit captures area by being inside area
1.6.2. unit combat starts when two opposing units enter area
1.6.3. New node
2. Mobile Platform!!!
2.1. Build on PC
2.2. Not actually being published
3. Multiplayer
4. Scrolling Menu
5. Shake phone for unit defense
6. Control Points
7. Tree House side scroller
7.1. New node
8. Utilize Zoom
9. Art Ideas
9.1. Cartoon Style
9.1.1. New node
9.2. Kids are characters
9.3. High School Theme
10. Programming Ideas
11. Objective based tech-tree
12. No control over AI
12.1. Spawned by player
12.2. One path
13. Random maps
13.1. random terrain
13.2. random control points
14. Insanity
14.1. Research
14.1.1. Art Style
14.1.1.1. Cartoon
14.1.1.1.1. cel shading
14.1.1.1.2. more detail
14.1.1.2. Realistic
14.1.1.2.1. very realistic
14.1.1.2.2. less realistic
14.1.2. Animation Style
14.1.2.1. Cutout
14.1.2.1.1. Battleheart
14.1.2.2. Poses
14.1.2.2.1. sprite sheet
14.1.3. Map Style
14.1.3.1. Map divisions
14.1.3.1.1. hexagonal
14.1.3.2. Cartoon
14.1.3.2.1. cel shaded
14.1.3.2.2. more detail(layers)
14.1.3.3. Realistic
14.1.3.3.1. New node
14.1.3.4. static backgrounds
15. Games to Study
15.1. Globulation
15.2. New node
16. First Iteration
16.1. Class Criticism
16.1.1. Game summary
16.1.2. What weapons to attack with
16.1.3. how abilities target heroes/units
16.1.4. Character art and unit art
16.1.5. How are we building units/buildings
16.1.6. maybe a full screen shot
16.2. New node
16.3. Side Scrolling
16.3.1. Treehouse Concept
17. Second Iteration (Light Game)
17.1. unit takes 5 seconds to move across
17.2. prism cracks to show life
17.3. tracks for units to follow
17.4. Graphics
17.4.1. prisms, laser burst, unit track
17.4.2. spectrum
17.4.3. spark or explosion
17.4.4. New node
17.5. New node
17.6. no powerpoint
17.7. 2 tracks
17.8. unit attributes - 4 groups with different attributes
17.8.1. New node
17.8.1.1. New node
17.8.1.2. New node
17.8.1.3. New node
17.8.2. New node
17.8.3. New node
17.8.4. New node
17.9. Criticism
17.9.1. combat waves seems confusing
17.9.1.1. New node
17.9.2. good points
17.9.2.1. innovative idea
17.9.2.2. good graphics
17.9.3. test on projection system first
17.9.3.1. New node
17.9.4. text boxes are blah
17.9.4.1. New node
17.9.5. have supporting graphics for combat
17.9.5.1. maybe more graphics than text or two pages
17.9.6. Don't read off presentation
17.9.7. Wordy text needs graphics
18. Final Game Choice (Winner is Insanity)
18.1. Light Game
18.1.1. having upgrades
18.1.2. choices
18.1.3. New node
18.2. Insanity
18.2.1. Programming
18.2.1.1. Pathing
18.2.1.2. Unit production
18.2.1.3. AI
18.2.1.4. Challenging
18.2.1.5. fog of war
18.2.2. Art
18.2.2.1. Visually Striking, changing environments
18.2.2.2. Challenging
18.2.2.3. New node
18.2.3. non traditional combat
18.2.4. upgrades
18.2.5. challenging possibilities
18.2.6. Portfolio worthy
18.3. Challenges
18.3.1. Make RTS Simple
18.3.2. Use resources
18.3.2.1. New node
18.3.3. Take RTS to the next level
18.3.4. Research RTS like never before!!!
18.3.4.1. board games
18.3.4.2. notes
18.3.4.3. screenshots
18.3.4.4. sketching
18.3.4.5. brainstorming
18.3.4.6. IDEO process
18.3.5. Unity
18.3.5.1. start messing around
18.3.5.2. New node
19. Third Iteration: Insanity
19.1. New node
19.2. New node
19.3. Criticisms
19.3.1. Sacrifice, goofy funny units
19.3.2. which side do you choose?
19.3.3. evolving environment
19.3.4. Great Work
19.3.5. Great Humor, graphics
19.3.5.1. Great way to zoom in
19.3.5.2. different background graphics
19.3.5.3. Red letters are subliminal
19.3.5.4. Probably the one to make!
19.3.6. Keep it fun!!!
20. Insanity Revision
20.1. Units
20.1.1. goal is to affect other lobes
20.1.2. invincible until affects lobe then dies.
20.1.3. New node
20.2. Area(lobes)
20.2.1. area grows into a defensive structure the longer you hold it.
20.2.2. affected by units
20.2.3. pours over into other lobes
20.2.4. gives units or areas offensive or defensive buffs
20.3. buffs
20.3.1. New node
20.3.2. New node
20.3.3. New node