MogsVsDogs

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Revision as of 18:56, 19 January 2010 by JayFoxRox (talk | contribs) (Physics)
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Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.

The Concept

The idea of the game is heavily based on the iPhone/N900 commercial title Angry Birds, but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.

Gameplay changes

  • Physical properties such as fire
  • Objects which will kill / split your projectile (Mog / Dog)
  • Addition of Multiplayer play with fort building
  • A stunt mode where you have to kill your actor in the most destructive or flip your actor in the most spectacular way
  • Party modes like shooting a moving target for score

Random additions and changes

  • Addition of a scripting system for custom modes
  • The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)

Implementation

Gameplay

  • A replay should be shown after a successful attack, possibly using action cameras, additional effects

Graphics

  • The graphics will probably be based on a selfmade renderer
  • The main idea is to go for a style like in LittleBigPlanet (Reference image), possibly a bit more cartoonish
  • Each scene consists of a background, an active layer (where the "player" is moving above) and a possible foreground.
  • Back- and foreground will be blurred out but still be rendered in 3D
  • The foreground should be transparent towards the center of the screen
  • The whole scene will be motion blurred
  • Anything is presented in a bright light to create a friendly atmosphere

Physics

  • The physics will be based on Box2D probably
  • Use ragdolls for the active actors (Mogs / Dogs)
  • Any actor should have a fixed depth value so they can't flee the 2D playfield

Versus

In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.

The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.

A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.

Single Player

In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.

Scores/Networking

A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value