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Team RTS Ideas by Mind Map: Team RTS Ideas

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