Team RTS Ideas

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Team RTS Ideas by Mind Map: Team RTS Ideas

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