Search Unity

Need suggestions about new modes for a game.

Discussion in 'Game Design' started by AndreiKubyshkin, Aug 19, 2017.

  1. AndreiKubyshkin

    AndreiKubyshkin

    Joined:
    Nov 14, 2013
    Posts:
    213
    Hey Guys!

    I'm working on the game Armored Squad: https://forum.unity3d.com/threads/armored-squad-the-mixture-of-mechs-tanks-robots-and-fun.483515/

    In short words, it's a single player game where you play in team with bots against other bots.

    Currently there're 4 game modes in the game:
    • Arena - player alone in deathmatch against waves of enemies
    • Capture The Flag - self explanatory I guess
    • Control Points - you have to capture all control points on a map in the right order
    • Bomb Delivery ( attack and deffense) - deliver the bomb to the enemy's base or don't let them deliver it to your base
    Right now I have 60 playable levels and out of ideas what to do next. I feel that the game have to propose more to player but it should be something new.

    Does anyone has an idea of new game mode I could implement ?

    I would be very grateful for any suggestions ;)
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    You could consider:

    * Fortress - protect a highly defensible fort from an attack by a numerically far superior force, or play as the numerically superior force attacking the fort
    * Ground Zero - a nuke is going to drop destroying everything on the map in 5 minutes. Take control of escape vehicles on the far side of the map and deliver your force to safety. There's only enough escape vehicles to save a single player's force.
    * Z Day - Both teams encounter a small group of zombie bots, which have high health but can only do close range melee attacks. When a team bot "dies" is transforms into another zombie. Shooting a zombie bot temporarily stuns it, but it will take a lot more to kill it. The team that survives the longest wins, extra points if the zombies are actually wiped out, and if they are you still wipe out the opposing team.
    * Escort - protect a VIP from 1 side of the map until you deliver the VIP to the other side
     
    AndreiKubyshkin likes this.
  3. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    When designing game modes, try to think about the player experience. What decisions will the players have to make? What will the balance be between stress and satisfaction? It will take play testing, but you might save time in the beginning by running through some thought experiments (imagine playing the game in your mind).

    I feel like just about every conceivable type of PVP shooter rulesets has been done at this point. Think of your favorite games. What you liked about them, what you would have done different. Mix and match, like Chinese and Mexican food together. That rocks. The shooter genre is heavily saturated -- I wouldn't strain the brain trying to invent anything original in that department. Just look at Lawbreakers.
     
  4. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    You can borrow some from our local LARP battle game.
    • Total anihilation
    • Assassination (single and double)
    • Item capture (gather three mobile items to your base)
    • Flag plant (single and double) (I suppose its not fundamentally different from bomb plant)
    • Escort (get a VIP through a series of checkpoints in order)
    If you scroll through the options in a game like Halo you will find thousands of other options.
     
    AndreiKubyshkin likes this.
  5. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    My son and I play a version of this on an older offline multiplayer shooter game.
    Essentially we both agree who will be the sniper and the other person is the attacker.
    The sniper has time to set up on the map in a location they choose, and the opponent tries to track down the sniper without getting head shot.
    If the opponent can get close enough to the sniper without being killed - it usually results in the opponent winning. the sniper has to keep using the sniper weapon, but can knife if confronted in melee.
    My son is excellent at killing me with the knife! :eek:
    Usually we turn off the mini-maps to make it extra 'dreadful' for the opponent stalking the sniper.

    I could see how this could be extended for team play - if both sides agreed to use the proper weapons and settings.
    Maybe certain maps/modes can be set up to only allow certain settings and weapons.
     
    AndreiKubyshkin likes this.
  6. AndreiKubyshkin

    AndreiKubyshkin

    Joined:
    Nov 14, 2013
    Posts:
    213
    Will try to think something about that, thank you!

    This one is interesting too, thank you!
    The idea of sniper vs melee fighter is interesting, but It doesn't fit my game. First of all, it's offline, i.e. single player game. Second, most of the combatants doesn't have melee weapons ( they are tanks or mechs without hands). And I don't have mechanics for making sniper shots ( like aim at the optics ).
     
  7. AndreiKubyshkin

    AndreiKubyshkin

    Joined:
    Nov 14, 2013
    Posts:
    213
    Gameplay example, just to show what game is about:

     
    theANMATOR2b and BIGTIMEMASTER like this.
  8. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181

    Looks great. Maybe if you can introduce destructible environments, you could have a total destruction mode where you have to destroy a fortified base.
     
    AndreiKubyshkin likes this.
  9. AndreiKubyshkin

    AndreiKubyshkin

    Joined:
    Nov 14, 2013
    Posts:
    213
    I already have destructibles in the game so it shouldn't be a problem to add another object of that type.
     
  10. Sun_Suite

    Sun_Suite

    Joined:
    Mar 8, 2017
    Posts:
    18
    How about a game mode where each team possesses 5-10 positions. Each position has a certain points value depending on how easy it is to defend that particular position. The opposing team needs to destroy as many of these positions as possible. The points are tallied up at the end of the match and team with the highest point score wins.
     
    AndreiKubyshkin likes this.
  11. AndreiKubyshkin

    AndreiKubyshkin

    Joined:
    Nov 14, 2013
    Posts:
    213
    Thanks for the suggestion!
     
  12. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    976
    Targeted kill - neutralize only one selected robot

    but I see Kiwasi already mentioned

    the position idea is good too. can mix high/low ground, watchguards, position power-ups... okay, doesn't fit for this type, so how it was suggested originally is the way to go, watchguards mean points or power-ups
     
    Last edited: Sep 30, 2017
    AndreiKubyshkin likes this.