Data Ward Early Pitch
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Transcript of Data Ward Early Pitch
Data WardA Fast-Paced,Party/Arcade Game
By Ross Derham, Jack Donovan, Chris Marini
The Hook
Data Ward uses fast-paced reaction gameplay to pit a thief attempting to escape a high-tech security building against
the building’s security system!
Business
Data Ward is a two-player vs. party/arcade game
DW will be featured on PC/Mac/Linux and possibly current gen consoles
Premium pricing with potential for monetized extras!
Synopsis
With the stolen microchip in hand, the thief must get out of the building before the security system catches him! The thief player must navigate a series of obstacles placed by the security system player who is attempting to stop the thief! Only one of them can win!
USP “Asynchronous” and synchronous versus gameplay!
Player 1 plays as the security system allowing them to place obstacles and activate the systems in-game.
Player 2 plays as the thief attempting to safely navigate the obstacles placed by player 1.
Gameplay Examples/Description
Player 1 – Security System
Player 1 will be allotted 60 seconds to place a select amount of security systems onto the map. After this time, the game begins!
In game, each system is mapped to a controller button – pressing it activates all systems of the same type for a period of time.
Player 1 has a limited number of activations, so he/she must be careful/resourceful!
Gameplay Examples/Description
Player 2 – Thief
Player 2 has a limited time to navigate the obstacles/security systems placed by player 1.
Player 2 must react quickly enough if caught by a security system or he/she loses.
Player 2 has the ability to “Phase Shift” – this allows them to pass through security systems unnoticed for a short time.
Player 2 has a limited number of Phase Shifts, so he/she must be careful/resourceful!
Game Structure
Each game will consist of at least 2 rounds (designated by the player)
Each round will comprise of 3+ levels or “floors” of the building
After each round, the player roles will switch (SS becomes Thief and vice versa)
Levels will feature pre-structured layouts and player-placed security objects
For pick-up games, players will be able to choose what level they wish to play (and the option to switch at the end of that level) for as many levels as they wish
Game Environment/Art Style
The environments for each level are the various floors of a high-tech building
Data Ward’s art-style is simple, polygonal, and not hyper realistic
Art Assets: Security walls (red & blue) Security Cameras/Spotlights Security Lasers Security Turrets Environment assets Character Assets/Model