K2 Design/Vision

Imagemap
K2 Design/VisionTiered DevelopmentVersion A: Core GameplaySimple ControlsFew Keys/ControlsMany usesStraightforward Aim GesturesPoint AtHover Aim OverEncircleshapes? Probably too complexSlashAnalogue SpeedMouse Wheel (Middle Mouse to Auto-Speed)Left Trigger (LB to Auto Speed)MovementDrift with low friction when not thrusti ...Thrust pulls toward current heading quic ...Arena CombatBad Guys Spawn in WavesBad Guys have combinations of your weapo ...Each wave makes them more powerfulWeapon used to kill bad guys gives their ...Play until overwhelmedCombatGesture Based AttacksHoming Missle LockonMissle Combo When You Kill Missle's Targ ...Missle Has No TargetMissle finds new targetsMissle splits its energy and goes after  ...Missle Combo when you shoot your own mis ...Shoot enemy missles to bounce them backMissles bounce back fasterSlashSlash CounterConventional AttacksCarging CannonRapid FireFinesse SystemShot DifficultyKill CombosRecord StatsFocussedEverything Sprouts off core combat.Must be intrinsically enjoyable before m ...Gameplay Is 3DI.e. Tie Fighter meets TronArena layout is 2DHelps navigation/sense of directionEnemies spawn on 2D plane.Noticeable "up/down" poles, and horizon  ...Contours re-enforce "layered 2d" ideaVersion B: Advanced Core GameplayStill Just "Arena Combat"UpgradesStart With Close To NothingEnemies Drop UpgradesMovementOffenseDefenseVersion C: Simple TradingSimple ResourcesJust One ResourceCargo Hold now "upgradable"Simple Trade Out PostsBuyShoot Gate Nodes to select amount to buyFly through gates to BuyHover Aim over Node for more infoDistance to Best BuyerDistance to Closest BuyerSellShoot Gate Nodes to select inventory to  ...Hover Aim over Node for more infoDistance to Next Best BuyerDistance to Next Closest BuyerFly Through to SellSimple Upgrade ParloursShoot nodes to Select UpgradesFly Through Gates to "spend" and upgradeHover Over to Preview Craft ChangesAll Upgrades have minor drawbacksWeaponry Takes up Cargo CapacityCargo Capacity Slows the ShipEngines Reduce ShieldingShielding Diverts Weapon EnergySimple Enemy SpawningPlayer CentricMore Resources = More EnemiesIn a way, you choose your own difficultyPossible to "Scare" enemies with a stron ...Possible to "flee" with jump gatesJump GatesLike "Speed Boosts"Combo-ableMaintain MomentumHard to combo longer stringsNot a locked "mode"Quick "Careers"Not a time sync to get to the topNot enough depth to ask people to play f ...Exploration of upgrades is focus. Tradin ...Version D: World PersistanceGenerate As you exploreBased on player style?Good traders find it easier to tradeGood pirates find it easier to pirateWork AGAINST player style (force bipolar ...Harder for good traders to tradeHarder for pirates to pirateEasier for traders to pirateEasier for pirates to tradeMore Complex Enemies/EcologyTradersKilled by pirates.PiratesKilled by PolicePolice Less traders = more policeFactoriesRepopulateRequire Resources?AlliancesTemporary Faction SystemPolice Are Friends of Traders and PolicePirates are Enemies of EveryoneHeavily context basedEncircle a Neutral = Target for TradingEncircle an enemy = Target for Missle Lo ...Shoot neutral to turn into enemyCut Engines to "Surrender"If you piss off an enemy enough, this ma ...Farming/MiningAdvanced ResourcesStolen/IllegalAttract PolicePerishableLose value over timeLuxuryAttract PiratesSell cheapRequire time investment/minigameSelf Harmonizing EconomyLonger "Careers"Since there's more to doSpace to exploreStill not TOO long. Day Per CareerUniverse MapUniverse is FLAT DISCEasier to navigate/representZoom out rapidly, face "Universe down" f ...Place Waypoints with gestureModal :(Version E: Complex Social InteractionEach ship is an AgentMotivated by the biggest reward at the t ...TradingPiracyVigelanteismSame range of expression as playerCould therefore eventually become MMO?No. Focus on social mechanics as part of ...Social NetworkRelationships Between All AgentsPositive Interactions Build TrustMission GivingMission RecievingMission CompletionTrust Results In Ambient HelpFriends GroupFriends Attack AttackersAttacking Decreases TrustCan cut engines to "surrender" If this w ...Low Trust = Attack on SightAttacking Cannot Lower Trust FurtherFleeing increases trust (so you can win  ...Greed can overcome trustThe resource-rich are more likely to be  ...King Pins may be ousted by their friendsKing Pin A order mission against King Pi ...Can get close without being attackedConflicting agendas between high-powered ...Ability to create missions for othersSimilar in-world radial menu to Trading  ...TradingSpecific GoodsSpecific OutpostsPiracyDesire specific goodsVigelanteismGlobally untrusted agents are likely tar ...Desire Specific Targets to be assassinat ...Cost of mission depends on Supplicant's Trust of TargetSupplicant's Trust of YouYour Standing with others in generalKingPins find orders cheaper because peo ...EscortKeep target alive until reaching destina ...Forever/until dismissed (waged bodyguard ...NOT possible to tell what missions agent ...Factions form emergentlyNo faction designationsYou only need to know Friend from Foe fr ...Relationships "bleed"Friends of friends trust you a bit more  ...Friends of enemies dislike you a bit mor ...Positive/Negative Effect decreases over  ...The stronger the ties between friends, t ...Thus, help someone, and you improve your ...Pleasing people with the most, best rela ...People with this kind of power can there ...Widespread improved social ties  is your ...Start with Small Social networkStart as a "Founding Father"5 Other "Founders"Visit factories to create "new agents" - ...New Agents are automatically friendsEveryone is recorded as persistantStart a new game, and you'll be one of t ...As population becomes bigger, resources  ...Increasingly hard to create more childre ...Population takes care of itselfBalance for manageable numbers so that p ...Luckily, player sees generations form, s ...Even if one faction "takes over", there  ...Endless, self-feeding drama, built off i ...Version F - Z: Iterative Improvements of ...Each Element is improvedPlanet Gameplay (not just space trading  ...Presentation ParseGraphicsSoundCode RobustnessGeneral Gameplay Debugging/TweakingWorld/ThemeFar flung futureTechnology closer to magicAbstract, information-laden representati ...Space Travel not only possible, but intr ...TransportVirtually unrecognizable future - no "sp ...Think Space Bubbles from "The Fountain", ...Perfect union of form and functionIntent driven designTelepathic, speed of thought controlsHumansImmortalNot InvincibleDrama occuring in social network will ev ...Skill determines length of lifeHive mind augmentedConnected to machines, and other minds,  ...Still need to search for answers - don't ...Knowledge at the speed of googleBasically, big excuse to say "all the in ...Still room for exploration at the edges  ...Abstract/ExpressionistFlat ShadingDetail Lines (LODed)MinimalisticUtalitarian/Functional Visual/Audio desc ...Little Text: Explain things through beha ...FeelOrganicOne Control SystemNo modal things - trading screen etc.All expression comes off core controlsExample: flight paths can be signals to  ...Aggression/Friendliness depends on how y ...ArcadeImmediateDeepCore Combat Must be interesting BEFORE m ...Replay-centricPersistant WorldSharingYour world is your ownUniverse MapSocial Node GraphFriendsEnemiesGroupingsStrong trust between agents pulls them c ...Low trust keeps agents distantUse physics strings, where trust is spri ...UndiscoveredTutorialsBasic at firstPromptsVideo Tuts Online?Exploratory later onLearn from exampleLearn through trial and errorConnected to chat room? Ask other player ...Online Wiki - Knowledge BaseDon't bother with in-game wiki. What's t ...Immersion? Fuck off.ProgressionStartMinerHonest day's work for an honest day's pa ...PirateYou've nothing but a laser Blaster to ea ...TraderTurn rags into richesManagerStart to have power and influenceUse this to order people around cheaplyMake friends.Start paying for missions on your behalfKingpinManager vs. ManagerManipulate social structure for dominati ...DeathReincarnationStart over, this time as a newbie within ...
hideK2 Design/Vision
hideTiered Development
hideVersion A: Core Gameplay
hideSimple Controls
leafFew Keys/Controls
leafMany uses
hideStraightforward Aim Gestures
leafPoint At
leafHover Aim Over
hideEncircle
leafshapes? Probably too complex
leafSlash
hideAnalogue Speed
leafMouse Wheel (Middle Mouse to Auto-Speed)
leafLeft Trigger (LB to Auto Speed)
hideMovement
leafDrift with low friction when not thrusting
leafThrust pulls toward current heading quickly
hideArena Combat
hideBad Guys Spawn in Waves
leafBad Guys have combinations of your weapons
leafEach wave makes them more powerful
leafWeapon used to kill bad guys gives their re-incarnation that weapon
leafPlay until overwhelmed
hideCombat
hideGesture Based Attacks
hideHoming Missle Lockon
hideMissle Combo When You Kill Missle's Target
leafMissle Has No Target
leafMissle finds new targets
leafMissle splits its energy and goes after new targets
leafMissle Combo when you shoot your own missle (increases damage)
hideShoot enemy missles to bounce them back
leafMissles bounce back faster
leafSlash
leafSlash Counter
hideConventional Attacks
leafCarging Cannon
leafRapid Fire
hideFinesse System
leafShot Difficulty
leafKill Combos
leafRecord Stats
hideFocussed
leafEverything Sprouts off core combat.
leafMust be intrinsically enjoyable before making higher level gameplay
hideGameplay Is 3D
leafI.e. Tie Fighter meets Tron
leafArena layout is 2D
leafHelps navigation/sense of direction
leafEnemies spawn on 2D plane.
leafNoticeable "up/down" poles, and horizon line
leafContours re-enforce "layered 2d" idea
hideVersion B: Advanced Core Gameplay
leafStill Just "Arena Combat"
hideUpgrades
leafStart With Close To Nothing
hideEnemies Drop Upgrades
leafMovement
leafOffense
leafDefense
hideVersion C: Simple Trading
hideSimple Resources
leafJust One Resource
leafCargo Hold now "upgradable"
hideSimple Trade Out Posts
hideBuy
leafShoot Gate Nodes to select amount to buy
leafFly through gates to Buy
hideHover Aim over Node for more info
leafDistance to Best Buyer
leafDistance to Closest Buyer
hideSell
leafShoot Gate Nodes to select inventory to sell
hideHover Aim over Node for more info
leafDistance to Next Best Buyer
leafDistance to Next Closest Buyer
leafFly Through to Sell
hideSimple Upgrade Parlours
leafShoot nodes to Select Upgrades
leafFly Through Gates to "spend" and upgrade
leafHover Over to Preview Craft Changes
hideAll Upgrades have minor drawbacks
leafWeaponry Takes up Cargo Capacity
leafCargo Capacity Slows the Ship
leafEngines Reduce Shielding
leafShielding Diverts Weapon Energy
hideSimple Enemy Spawning
leafPlayer Centric
leafMore Resources = More Enemies
leafIn a way, you choose your own difficulty
leafPossible to "Scare" enemies with a strong enough show of Finess/Raw Fire Power
leafPossible to "flee" with jump gates
hideJump Gates
leafLike "Speed Boosts"
leafCombo-able
leafMaintain Momentum
leafHard to combo longer strings
leafNot a locked "mode"
hideQuick "Careers"
leafNot a time sync to get to the top
leafNot enough depth to ask people to play forever
leafExploration of upgrades is focus. Trading is just a way to frame missions
hideVersion D: World Persistance
hideGenerate As you explore
hideBased on player style?
leafGood traders find it easier to trade
leafGood pirates find it easier to pirate
hideWork AGAINST player style (force bipolar play style)
leafHarder for good traders to trade
leafHarder for pirates to pirate
leafEasier for traders to pirate
leafEasier for pirates to trade
hideMore Complex Enemies/Ecology
hideTraders
leafKilled by pirates.
hidePirates
leafKilled by Police
hidePolice
leaf Less traders = more police
hideFactories
leafRepopulate
leafRequire Resources?
hideAlliances
hideTemporary Faction System
leafPolice Are Friends of Traders and Police
leafPirates are Enemies of Everyone
hideHeavily context based
leafEncircle a Neutral = Target for Trading
leafEncircle an enemy = Target for Missle Lock
leafShoot neutral to turn into enemy
hideCut Engines to "Surrender"
leafIf you piss off an enemy enough, this may not work
hideFarming/Mining
hideAdvanced Resources
hideStolen/Illegal
leafAttract Police
hidePerishable
leafLose value over time
hideLuxury
leafAttract Pirates
leafSell cheap
leafRequire time investment/minigame
leafSelf Harmonizing Economy
hideLonger "Careers"
leafSince there's more to do
leafSpace to explore
leafStill not TOO long. Day Per Career
hideUniverse Map
hideUniverse is FLAT DISC
leafEasier to navigate/represent
leafZoom out rapidly, face "Universe down" for overview
leafPlace Waypoints with gesture
leafModal :(
hideVersion E: Complex Social Interaction
hideEach ship is an Agent
hideMotivated by the biggest reward at the time
leafTrading
leafPiracy
leafVigelanteism
hideSame range of expression as player
leafCould therefore eventually become MMO?
leafNo. Focus on social mechanics as part of game, rather than as a social layer
hideSocial Network
hideRelationships Between All Agents
hidePositive Interactions Build Trust
leafMission Giving
leafMission Recieving
leafMission Completion
hideTrust Results In Ambient Help
leafFriends Group
leafFriends Attack Attackers
hideAttacking Decreases Trust
leafCan cut engines to "surrender" If this was a mistake
hideLow Trust = Attack on Sight
leafAttacking Cannot Lower Trust Further
leafFleeing increases trust (so you can win back enemies to be friends)
hideGreed can overcome trust
leafThe resource-rich are more likely to be attacked
leafKing Pins may be ousted by their friends
hideKing Pin A order mission against King Pin B - hires friend of Kingpin A to do it
leafCan get close without being attacked
leafConflicting agendas between high-powered friends
hideAbility to create missions for others
leafSimilar in-world radial menu to Trading outposts
hideTrading
leafSpecific Goods
leafSpecific Outposts
hidePiracy
leafDesire specific goods
hideVigelanteism
leafGlobally untrusted agents are likely targets
leafDesire Specific Targets to be assassinated
hideCost of mission depends on
leafSupplicant's Trust of Target
leafSupplicant's Trust of You
hideYour Standing with others in general
leafKingPins find orders cheaper because people want to impress all his friends
hideEscort
leafKeep target alive until reaching destination
leafForever/until dismissed (waged bodyguard)
leafNOT possible to tell what missions agents are on (so assassination missions are hidden), unless you set them
hideFactions form emergently
leafNo faction designations
leafYou only need to know Friend from Foe from Neutral
hideRelationships "bleed"
leafFriends of friends trust you a bit more when you improve standing with friends
leafFriends of enemies dislike you a bit more if you hurt their friends, or help their enemies
leafPositive/Negative Effect decreases over social dissonance
leafThe stronger the ties between friends, the stronger the bleed-down effect
leafThus, help someone, and you improve your standing with their friends.
hidePleasing people with the most, best relationships improves your standing with the most people at once
leafPeople with this kind of power can therefore afford to reward you with less money for missions
leafWidespread improved social ties is your payment
hideStart with Small Social network
leafStart as a "Founding Father"
leaf5 Other "Founders"
leafVisit factories to create "new agents" - children
leafNew Agents are automatically friends
leafEveryone is recorded as persistant
leafStart a new game, and you'll be one of the children
hideAs population becomes bigger, resources become split more and more.
leafIncreasingly hard to create more children without killing others
leafPopulation takes care of itself
leafBalance for manageable numbers so that player isn't overwhelmed
leafLuckily, player sees generations form, so we can slowly improve who is known
hideEven if one faction "takes over", there will still be power struggles within the ranks
leafEndless, self-feeding drama, built off inate greed for power
hideVersion F - Z: Iterative Improvements of All Layers
leafEach Element is improved
leafPlanet Gameplay (not just space trading stations)
hidePresentation Parse
leafGraphics
leafSound
leafCode Robustness
leafGeneral Gameplay Debugging/Tweaking
hideWorld/Theme
hideFar flung future
leafTechnology closer to magic
leafAbstract, information-laden representation of real world - universe seen through an AR filter
leafSpace Travel not only possible, but intrinsic to hyper evolved human beings
hideTransport
leafVirtually unrecognizable future - no "space ferrarris"
leafThink Space Bubbles from "The Fountain", rather than Star Wars
leafPerfect union of form and function
leafIntent driven design
leafTelepathic, speed of thought controls
hideHumans
leafImmortal
hideNot Invincible
leafDrama occuring in social network will eventually make any human living long enough a target
leafSkill determines length of life
hideHive mind augmented
leafConnected to machines, and other minds, but still have comparmentalized individuality
leafStill need to search for answers - don't simply "know" everything
leafKnowledge at the speed of google
leafBasically, big excuse to say "all the information you need is readily available to you"
leafStill room for exploration at the edges of uncharted space
hideAbstract/Expressionist
leafFlat Shading
leafDetail Lines (LODed)
leafMinimalistic
leafUtalitarian/Functional Visual/Audio description
leafLittle Text: Explain things through behaviour/exposition, not through glyphs, or wrote explanations.
hideFeel
hideOrganic
leafOne Control System
leafNo modal things - trading screen etc.
hideAll expression comes off core controls
leafExample: flight paths can be signals to AI - Gestures.
leafAggression/Friendliness depends on how you "physically" treat people
leafArcade
leafImmediate
hideDeep
leafCore Combat Must be interesting BEFORE making higher level mechanics
hideReplay-centric
hidePersistant World
leafSocial Networks maintained between plays
hideSharing
leafYour world is your own
leafUniverse Map
hideSocial Node Graph
leafFriends
leafEnemies
hideGroupings
leafStrong trust between agents pulls them closer
leafLow trust keeps agents distant
leafUse physics strings, where trust is spring strength to organically create groupings?
leafUndiscovered
hideTutorials
hideBasic at first
leafPrompts
leafVideo Tuts Online?
hideExploratory later on
leafLearn from example
leafLearn through trial and error
leafConnected to chat room? Ask other players?
hideOnline Wiki - Knowledge Base
hideDon't bother with in-game wiki. What's the point in inventing your own internet?
leafImmersion? Fuck off.
hideProgression
hideStart
hideMiner
leafHonest day's work for an honest day's pay
hidePirate
leafYou've nothing but a laser Blaster to earn your keep
hideTrader
leafTurn rags into riches
hideManager
leafStart to have power and influence
leafUse this to order people around cheaply
leafMake friends.
leafStart paying for missions on your behalf
hideKingpin
leafManager vs. Manager
leafManipulate social structure for domination
hideDeath
leafReincarnation
leafStart over, this time as a newbie within the social structure you've previously buit up