1. Mobile Platform!!!
1.1. Build on PC
1.2. Not actually being published
2. Multiplayer
3. Scrolling Menu
4. Shake phone for unit defense
5. Control Points
6. Tree House side scroller
6.1. New node
7. Utilize Zoom
8. Art Ideas
8.1. Cartoon Style
8.1.1. New node
8.2. Kids are characters
8.3. High School Theme
9. Programming Ideas
10. Objective based tech-tree
11. No control over AI
11.1. Spawned by player
11.2. One path
12. Random maps
12.1. random terrain
12.2. random control points
13. Games to Study
13.1. Globulation
13.2. New node
14. Insanity
14.1. Game Design Document
14.1.1. New node
14.1.2. New node
14.2. Art Style
14.2.1. Cartoonish, disproportionate characters
14.2.2. New node
14.2.3. New node
14.3. Programming
14.3.1. New node
14.4. Game Design
14.4.1. Unit Types
14.4.1.1. Melee, Ranged, Buffer
14.4.1.2. get certain areas to get special units
14.4.1.3. see loadout node
14.4.2. Game Loadout Screen
14.4.2.1. Choose unit buffs
14.4.2.2. Change unit looks
14.4.2.3. choose certain number of spells and certain number of units
14.4.3. Owning lobes
14.4.3.1. buffs
14.4.3.1.1. +1 armor
14.4.3.1.2. faster spawning
14.4.3.1.3. resources
14.4.3.2. click lobe to gain spell
14.4.3.3. section off lobes into groups
14.4.3.4. New node
14.4.4. Spells(no hero)
14.4.4.1. large cooldown
14.4.4.1.1. enough cooldown to use spell
14.4.4.2. earn spells through time
14.4.4.3. 3 to 4 spells
14.4.4.4. get spells by conquering lobes
14.4.4.4.1. spells above lobe to activate
14.4.4.5. wheel loadout or high alpha spell menu
14.4.4.6. New node
14.4.5. Problems:
14.4.5.1. Balance power between two players
14.4.5.1.1. New node
14.4.5.2. Time
14.4.5.2.1. quick battles
14.4.5.2.2. too big
14.4.5.2.3. New node
14.4.5.3. Fewer units
14.4.6. Spawning
14.4.6.1. customizable spawn intervals
14.4.6.2. use resources to choose spawned units
14.4.6.3. New node
14.4.7. Concept
14.4.7.1. How much brain oriented?
14.4.7.1.1. art style
14.4.7.1.2. story
14.4.7.1.3. context
14.4.7.1.4. loose interpretation of the brain
14.4.7.2. How much warfare?
14.4.7.2.1. main gameplay
14.4.7.2.2. New node
14.4.7.2.3. New node
14.4.8. Unit Build Queue
14.4.8.1. Spawn automatically for each area you have conquered
14.4.8.2. cycling queue
14.4.8.3. 4 every ten seconds
14.4.9. Unit destinations
14.4.9.1. set rally points
14.4.9.2. Unit travel between lobes dont funnel through doors, they transport into lobes
14.4.9.2.1. reduce bottlenecking
14.4.10. What makes the game fun?
14.4.10.1. Choose units
14.4.10.2. Deploy units
14.4.10.3. spells
14.4.10.4. combat
14.5. Game Mechanics Assignments
14.5.1. Programmers
14.5.1.1. New node
14.5.1.2. New node
14.5.1.3. New node
14.5.2. Artists
14.5.2.1. learn maya
14.5.2.2. basic shapes(cubes,spheres, pyramids
14.5.2.3. New node
14.6. First Playable:
14.6.1. Unit gains bonus from capturing area
14.6.1.1. unit captures area by being inside area
14.6.2. unit combat starts when two opposing units enter area
14.6.3. New node
15. Insanity
15.1. Research
15.1.1. Art Style
15.1.1.1. Cartoon
15.1.1.1.1. cel shading
15.1.1.1.2. more detail
15.1.1.2. Realistic
15.1.1.2.1. very realistic
15.1.1.2.2. less realistic
15.1.2. Animation Style
15.1.2.1. Cutout
15.1.2.1.1. Battleheart
15.1.2.2. Poses
15.1.2.2.1. sprite sheet
15.1.3. Map Style
15.1.3.1. Map divisions
15.1.3.1.1. hexagonal
15.1.3.2. Cartoon
15.1.3.2.1. cel shaded
15.1.3.2.2. more detail(layers)
15.1.3.3. Realistic
15.1.3.3.1. New node
15.1.3.4. static backgrounds
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