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IGME 602 - Design Documentation 


Kenneth Holland 
Rumi Chowdhury 
Saurabh Buttan 
Yijun Wu 
Zheyu Zhang 
 
 
 
 
 
 
 
 
 
 
 
 

BOMBSHOT 
 

 
 

 
Introduction 4 
Genre 4 
Platform 4 

Domain 5 

Concept 6 
Structure 6 
Headquarter 6 
Energy Force Field 6 
Generator 6 
Bomb Factory 7 
Bomb 7 
Boost 8 
Haste 8 
Eagle Eye 8 
Phaser Hook 8 

Combat 8 

Level 10 
Scandinavian Skylands 10 
Theme 10 
Design 10 
Map Objective 10 
Concept Art 11 
Cybercity C-602 13 
Theme 13 
Design 13 
Map Objective 13 
Concept Art 13 
Antarctic Apocalypse 15 
Theme 15 
Design 15 
Map Objective 15 
Concept Art 16 

Characters 18 
Classes 18 


 

Standard Gears 18 


Grappling Guns 18 
Advanced Gears 19 
Rope Slasher 19 
Gravity Boots 19 
Ghost Module 20 
Forcefield Generator 20 
Shield 20 
Electromagnetic Pulse (EMP) 20 
Rocket Vambraces 20 
Jetpack 20 
Glider Wings 21 

User Interface 22 


Flowchart for the overall menu 22 
Gameplay 22 
Map Objective 22 
Score 22 
Radar 23 
Distance Indicator 23 
Skill bar 23 
 
 


 

Introduction 

Genre 
Multiplayer Online Battle Arena 

Platform 
PC with option for Virtual Reality 

 
 

 
 


 

Domain 

   


 

Concept 

Structure 

Headquarter 
A  headquarter  is  the  main  base  of  a  team  where  players  spawn.  Each  team  has  only 
one  headquarter  in  a  match  and  the  team  will  automatically  lose  the  match  if  its 
headquarter  is destroyed. A headquarter is always defined by an area with some types 
of  central  construction  in  it.  In different levels, the actual look of the headquarter can 
be  different.  Headquarters  of  different  teams  can  also  look  different  in  a single map. 
The  headquarter  is  thought  to  be  destroyed  when  the  central  construction  in  the 
headquarter is destroyed. 

Energy Force Field 


The  energy  force  field  is  a  protective  facility  surrounding the headquarter. The actual 
look  of  the  energy  force  field  is  largely  based  on  the  headquarter.  The  energy  force 
field  will  stop  enemy  players  from  entering  the  headquarter.  It  also  blocks  the 
grappling  hooks  of  enemy  players  and  almost  all  incoming  attacks  (e.g.  explosion). 
The  energy  force  field  requires an energy input in order to be functioning. The energy 
force  field of a team will be dispelled when the team controls no energy source. There 
is usually no way to permanently deactivate an energy force field. 

Generator 
A  generator  is  a  common  resource  production  construction  in  every  level.  It  is  an 
energy  source  that  can  provide  energy  supply  to  other  facilities  that  require  energy 
inputs  (e.g.  energy  force  field).  Generators  can  be  destroyed  by  attacks  (e.g. 
explosion),  but  they  can  look  different  in  different  levels,  therefore  requiring 
different  amount  of  damages  to  destroy  in  those  levels.  Detailed  information  can  be 
found  in  the  “Level”  section  in  this  documentation.  As  the  health  of  the  generators 
accounts  as  an  essential  factor  to  determine  the  probability  of  winning  or  losing  the 
match.  A  linear  function  f(x)=x,  range  [0,1],  is  a  straight  diagonal  line.  We  can  use 
nonlinear  function,  f(x)=1-(1-x)^4,  where  x is in range [0,1]. That means, for x=1, f(x)=1 
and  x=0,f(x)=0.  This  gives  us  an  increasing  curve,  with  a  smooth  transition  tending 
towards 1, fig.1. This can be used for many cases such as: 
 


 

● Replenishing  the  health  of  the  generator.  For  example,  if  the  health  of  the 
generator  is  low,  tending  towards  ‘0’,  the  health  will  start  replenishing  at  a 
steady  increasing  rate  and  towards  ‘1’  it  will  become  constant.  This shows that 
players  will  have  to  throw  bigger  effective  bombs  or  sometimes  multiple 
bombs  to  destroy  the  generator  before  generator  replenishes  its  health  back. 
The  factor  also  depends  on  the  range  of  the  distance  between  bomb  and 
generator.   
 
 

 
Fig. 1 

Bomb Factory 
A  bomb  factory  is a common construction in every level which can produce bombs in a 
certain  period  of  time.  Bombs  produced  by  the  bomb  factory  can  be  taken  by  any 
players  at  any  time.  Each  factory  has  its  own  storage  capacity,  the  maximum  number 
of  bombs  can  be  stored  in  the  factory.  If  a  bomb  factory  reaches  its  own  storage 
capacity,  it  will  stop  producing  any  bombs  until  a  bomb  is  taken  away  from  that 
factory  to  get  a  space  for  the  new bomb.  Like generators, bomb factories can also be 
destroyed  by  attacks  (e.g.  explosion),  but  they  also  have  different  looks  in  different 
levels,  therefore  requiring  different  amount  of  damages  to  destroy  in  those  levels. 
Detailed information can be found in the “Level” section in this documentation. 

Bomb 
Bombs  are  universal  uniform weapons that players can use to attack enemy players or 
destroy  constructions  in  all  levels.  Each  bomb  deals  massive  damages  in  a  spherical 
space.  Players  and  destroyable  constructions  within  the  range  will  be  immediately 


 

ruined.  Each  bomb  based  on  the  strength  can  also  damage  the  target’s  environment. 
We  can  set  %  damage  each  bomb  makes,  i.e.  with  highest  strength  we  can  have  80% 
damage,  with  lower  strength  bombs  it  can  be  60%,40%  and  subsequently  the  same 
decrease. The strength % determines how much damage it will do to generators.   

Boost 

Haste 
A  boost  of  haste  speeds  up  players  for  a  period  of  time,  increasing  their  movement 
speed when running as well as grappling. 

Eagle Eye 
A  boost  of  eagle  eye  grants  players  an  ability  to  zoom  their  eye  sights  and  to  detect 
invisible  entities  for  a  period  of  time,  enabling  them  to  locate  distant  players  or 
objectives as well as see stealthed players. 

Phaser Hook 
A  boost of phaser hook enhances the player’s grappling hook to have increased range, 
as  well  as  grapple  instantaneously  to  surfaces  within  reach  with  no  travel  time,  for  a 
period  of  time.  Additionally,  while  this  boost  is  active,  the  player’s  grappling  hook 
connection cannot be cut. 

Combat    
Grappling guns: 
When attached to other opponents: 
If a grappling hook gets attached to a heavier opponent, the player will get pulled 
towards them. If a player grapples an opponent that is lighter than them , the 
opponent gets pulled towards the player. If a players manages to hit an opponent of 
equal mass, nothing will happen. At the same time defense stat of the opponent 
player is 90% chance based on max health of their gears. The player cannot aim and 
attach their grappling gun to a fellow team member. It is essential to realize the 
distance from which a player is trying to attack another player with a grappling hook 
or a bomb. Following are few cases that can be made on such scenarios: 
 
Case 1:​ When player grapples a heavier player, we can set a range to track the 
distance from the enemy player. If the player decides to hit the enemy player within a 


 

small distance of range, they get 80% chance of critical hit, 65% for moderate range 
and minimum of 35% of critical chance of hit for further ranges. The player can also 
choose to take many decisions like act in mid air, or hit the player directly or use a 
special ability to hit them.  
 
Case 2:​ For a player to grapple another player who is lighter, the stats in terms of 
score depends on factors like the distance from which it was attacked, the kind of 
grapple the player made, if the player decided to leave the opponent in mid-air.  
 
When attached to solid objects: 
The player can travel around the map by grappling onto solid objects. This feature is 
enabled for all players regardless of weight, abilities and power ups. These are divided 
into two sections, related to any in-game property, and not. If it is not related to any 
in-game property, then they are simple meshes that are destructible. Otherwise they 
have health associated to it.( Please refer generators section for their health effect 
based on different object interactions). The interactions with any of the objects can 
contain loot for players to use and upgrade their stats.  
 
When attached to the bomb: 
The bomb, regardless of type and weight, will be of the same size while attached to 
the back of the bomb carrier. It will be initially harder for the grappling gun to attach 
to a bomb that is already being carried by another player due to a smaller hitbox and 
mobility. So if the player manages to attach their grappling hook on the bomb carried 
by an opponent, the player can pull the bomb towards them and have control of the 
bomb.  

   


 

Level 

Scandinavian Skylands 

Theme 
Floating archipelago featuring traditional castles and forts 

Design 
The  map  features  larger  islands  on  opposing  ends to hold each team’s base with their 
spawn  zone.  In  the  central  location  of  the  map  is  a  large  island  with  a  core  hold  and 
tunnel,  as  well  as  two  bombs,  and  a  haste  power-up  within  the  hole.  Around  this, 
there  are  a  handful  of  other  medium-sized  islands  holding  team  generators  and 
additional  haste  power-ups.  Scattered  around  these  is a large number of small islands 
and  chunks  of  rock  the  players  can  utilize  for  grappling  around  the  map  between 
objectives. 

Map Objective 
With bomb and boost spawns placed around the map, each team must destroy each of 
the  opposing  team’s  generators,  taking  one  well  placed  bomb  each,  before  they  can 
reach the base, destroying it as the win condition. 
 

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Concept Art 
 

 
 

 
 
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https://assetstore.unity.com/packages/2d/environments/sky-islands-69655 

 
http://www.hotelroomsearch.net/australia/scandinavian-castle

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Cybercity C-602 

Theme 
Cyberpunk city 

Design 
In  this  map,  bomb  spawns  are  placed  throughout  the  lower  slums  of  the  city,  while 
each  team  has  3  generators  located  in  the  upper  regions  of  taller  buildings.  Boost 
spawns  placed  around  the  map cycle periodically between which boost they offer. For 
added  mobility  around  the  map,  flying  car-like  vehicles  cruise  around  at  varying 
verticalities, which can be grappled and ridden by players. 

Map Objective 
Of  the  3  generators  per  team  in  this  map,  only  one is actively able to be attacked at a 
time,  switching  between  generators  periodically.  Each  generator  takes  one  well 
placed  bomb  to  destroy,  and  once  each  has  been  destroyed,  players  can  move  on  to 
attack the opposing team’s base, destroying it as the win condition. 

Concept Art 

 
 
 

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https://forums.cubebrush.co/t/wip-cyberpunk-city/5622 
   

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Antarctic Apocalypse 

Theme 
Icy caves and snow-covered glaciers around freezing water 

Design 
Icy  cave  systems  stretch  around  the  sides  of  the  map,  containing  within  them  both 
each  team’s  generators  as  well  as  the  teams’  bases  at  opposite  ends.  The  central 
region  of  the  map  contains  a  lake  of freezing water within snowy land, with chunks of 
ice  and  small  glaciers  for  moving  throughout  around  it;  Bomb  and  boost  spawns  are 
scattered  throughout  this  region.  If  a player touches the freezing water, they become 
slowed  for  a  period  of  time,  reducing  their  movement  and  grappling  speed 
significantly.  Portals  placed  throughout  the  map  allow  players  to  teleport  nearly 
instantaneously between specific locations. 

Map Objective 
Each  team  has  only  one generator in this map, however, it is heavily armored and thus 
takes  a  total of 4 hits from bombs to destroy. Once destroyed, players can move on to 
attack the opposing team’s base, destroying it as the win condition. 
 

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Concept Art 

 
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https://www.usgamer.net/articles/11-12-2017-yooka-laylee-glitterglaze-glacier-pagie-
locations-butterfly-heart-power-extender-play-coin-mollycool 
 

   

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Characters 

Classes 
There are three type of classes which are ​Infiltrator​, ​Trooper ​and ​Cavalry​. Among 
those three classes, there are two characters in each type with some core mechanics 
in common along with features that are unique to each character.  
 
Infiltrator: Raven and Obsidian 
Highly mobile character with short range grappling guns. Can either have Gravity 
Boots for wall running capabilities or Ghost Module with cloaking abilities depending 
on character. Both characters have rope slasher as a secondary ability. 
 
Trooper: Valkyrie and Overlord 
Characters with moderate mobility with medium range grappling guns. Can either 
have Glider wings or jetpacks depending on character. Both the characters in the 
trooper class have Rocket Vambraces as a secondary ability. 
 
Cavalry: Scarlett and Maximilien 
The least mobile among the three with fast firing long range grappling guns. Can 
either have shield or forcefield generator depending on character. Both the character 
in this class have EMP as a secondary ability. 

Standard Gears 

Grappling Guns 
There are three types of grappling guns: ​short​ , ​medium ​and ​long​ range.  

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The short range grappling guns are hitscan, meaning it will hit the target as soon as 
they are shot. The medium and long range grappling guns are projectile based and 
takes time to reach the target, which is 90 meters per second.  
 
 

Advanced Gears 

Rope Slasher 
Native to the characters in the ​Infiltrator​ class. They can be used to cut grappling 
ropes mid-air while they are hitting other target or objects. 
 

Gravity Boots 
Native to the ​Infiltrator​ class. ​Obsidian ​has Gravity boots as a secondary ability. 
Gravity boots can be used to move on vertical terrains and even upside down in some 
areas. The ability will last for 15 seconds and has a cooldown time of 30 seconds.  
 

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Ghost Module 
Native to the ​Infiltrator ​class, ​Raven ​has Ghost module which grant total invisibility 
for 15 secs. The player with Ghost Module won’t be visible in the radar as well as while 
carrying the bomb. The cooldown timer for this ability is 40 seconds. 
 

Forcefield Generator 
Native to the ​Cavalry​ class, ​Scarlett​ has the forcefield generator and creates a dome 
type shield after being thrown. The forcefield generator blocks incoming grappling 
hooks and also prevents them from attaching to the shield ,allowing the bomb 
carriers to have some cover to accomplish their objectives. The shield lasts for 20 
seconds and has a cooldown time of 30 seconds. 

Shield 
Native to the ​Cavalry​ class, ​Maximilien​ has the shield can block projectiles in the 
direction that it’s held at. It can be used to block incoming grappling hooks and also 
prevents them from attaching to the shield. The Shield is directional and has no 
cooldown time. The shield holder has to position themselves accordingly to protect 
the bomb carriers and teammates from incoming hits. 

Electromagnetic Pulse (EMP) 


Native to the characters in the ​Cavalry ​class, EMPs can be used to disrupt all abilities 
within 30 metres. The ability has a cooldown time of 1 minute and does not affect 
functionality of the grappling guns.  

Rocket Vambraces 
Native to the characters in the ​Trooper ​class, Rockets Vambraces are preventive 
rockets that has an area of effect and pushes back any opponents in its vicinity by 10 
meters. The rockets has a cooldown time of 40 seconds and can be used to push 
enemies away from the bombs.  

Jetpack 
Native to the ​Trooper ​class, ​Valkyrie​ has Jetpack which can be used to hover around 
the map to gain high ground advantage and scouting. The amount of horizontal boost 
is significantly lower compared to vertical flight. The jetpack gains a height advantage 
of 5 meters every time it’s used and has a cooldown time of 5 seconds.  
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Glider Wings 
Native to the ​Trooper ​class, ​Overlord ​has Glider wings that can be used from a high 
ground and cover a great deal of horizontal distance. The movement speed in 
horizontal space while gliding is three times the regular movement speed of the 
trooper class. The glider doesn’t have any cooldown but the player needs to be at 
least three stories up in order to use the glider which requires an initial use of the 
grappling hook in order to get to a higher ground.  
 
 

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User Interface 

Flowchart for the overall menu

Gameplay 

Map Objective 
The enemy’s towers and base will be displayed on the screen as icons. When one 
tower is destroyed, its icon will turn grey.  
Bomb generator reminder: The reminder will countdown on the screen one minute 
before the generator produces the bomb. 

Score 
The score system is based primarily on nonlinear mathematical functions and the way 
they are correlated to game mechanics. There are few underlying scenarios where the 
score is affected, as in combat mechanics (bombs effect, grappling hook etc), 
collecting bombs, the % damage based on distance metric if the bomb is in range of 
any destructible object-- specifically the generators. In terms of combat, if the player 
is in close range of throwing the bomb, due to its effect, the player will have the 
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higher chance of getting hit points contributing to the overall score, like 80%. The 
same concept is followed the further the bomb is from the target, least being 40% hit 
points for each bomb. A balance can be made in the way score is maintained. Certainly 
factors like bomb strength, characters stats and others play a factor but the overall 
score can be maintained within the function f(x)= (0.4 * (1-(1-x)^2)) + (0.6 * (x) ^2), 
using the function we can generate a curve i.e. having a moderate decrease and later 
tending towards one is in increasing curve. This keeps a balance in a sense that initially 
the players will get their scores but it will be moderate in number, as timer runs out, 
the players will have higher chance of increasing their scores.   

Radar 
The radar is used to track the visible enemies and enemies’ tower and base. The radar 
will highlight the enemy with the bomb. 

Distance Indicator 
On the radar, there are numbers indicating the player’s distance to the target object. 

Skill bar 
On the screen, there is a column displaying the skills and cool down time for them. 

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