Beruflich Dokumente
Kultur Dokumente
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
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Introduction
Genre
Multiplayer Online Battle Arena
Platform
PC with option for Virtual Reality
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Domain
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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.
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:
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● 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
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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
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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.
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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.
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
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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