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Working title (at start): Project Firestarter. Reworked title: Gods of Men

Working title (at start): Project Firestarter. Reworked title: Gods of Men Genre: Mixture of multiple genres dependant on the players choice. Overall genre, MMOFPS Space Simulator.

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Working title (at start): Project Firestarter. Reworked title: Gods of Men

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  1. Working title (at start): Project Firestarter. Reworked title: Gods of Men Genre: Mixture of multiple genres dependant on the players choice. Overall genre, MMOFPS Space Simulator. Target Audience: 15 – 35 year old Males, enjoy Space Sim/FPS games or for people who want to be part of a story. Possible storyline: No underlying story except from NPC quests that can be given to the player if they speak to the right NPC. Players also ‘create’ the game universes story as they play the game. Game dynamically changes to every players choices. Researched games: EVE Online, X Series, Star Citizen, Dead Space, Mass Effect. Art Style: Similar to EVE Online’s graphics style. Doesn’t look too realistic but is not too cartoony. Offers aesthetically pleasing structures on large and small scale.

  2. Art Style References:(Taken from EVE Online/Mass Effect Screenshots) Ship Art Style: Building/Architecture Art Style:

  3. Reference Images 3 Ship types: Military Ship Image References: (‘Blocky’ /Caldari Design) Civilian Ship Image References: (Stylish, rounded designs) Pirate Ship Image References: (Insect-like/ Sasha’s Nation Design)

  4. First Person Shooter Compenent Concept Art (Weapons modelled after real world ‘futuristic’ weapons)

  5. Gods of Men. - Key Features: Open and Dynamic World – Offers every player the chance to do whatever they want when they want whether it be blowing up another players Space stations, ships or invading their key industrial planet. Fully customisable Ships – Purchase new weapons, parts, engines and massive pieces of sheet metal to customise your ship to make it an individual, one-of-a-kind ship. Pick up that Gun! – Offers a good FPS component to offer players the chance to board enemy ships, raid Stations and explore planets. Fly anything! – The game offers a wide range of ships to fly for every players needs. Pilot a small fighter jet for high adrenaline dogfights in the atmosphere of your recently conquered planet, Command the largest military ship and wipe away your enemies or be the shopper as you do supply runs in your fragile cargo ship. Dark Secrets – Dynamic events unlock new character types, NPC enemies and ships over time. Dynamic events can be randomly started at any time, triggered by a players actions or a dev my choose start one to ‘spice’ up gameplay during seasonal holidays like Halloween or Christmas. Open Market System – Similar to EVE Online, the market and the price of items is dependant on a player run industry. Players can set up large mining operations to source large amounts of resources to a military power to fuel war throughout the universe.

  6. What makes this different from other Space Sims? - In all the other space simulators, it is often 1 man controlling everything with the ship and everything is reliant on him multitasking everything. Also they do not always allow the player to control a normal, humanoid character that can walk around his/her space ship, space port or planet. Project Firestarter offers players the chance to team up with friend to separate the roles of a space ships between them (Gunner, Commander etc.), like AirBuccanersor Guns of Icarus Online. Also the player can control an in game character so they can stretch their virtual legs ever once in a while. How does it improve? This game mixes many of the best aspects from the Space Sim genre (flying massive ships into battle) with many of the aspects that make FPS games fun and Sci-fi shows like Battlestar Galactica interesting (the diversity of the foot combat). The replayabilty of many of the games in these genres is limited by the capped linear progression systems and same ship set-ups. This game gets rid of many of those limitations by allowing the player to completely change the layout, toughness and power of their ships and ‘soldier’ so that every encounter with the enemy is different to the last.

  7. Character Design: Every player can create their own characters look dependant on the role they wish to choose in the fleet or ship. Players can have multiple characters created at one time to fulfil their need to play as a different role. E.g. Gunnery characters dressed in overalls.

  8. Level Design: Possible small Environments: • Space port - large open areas with lots of crates to use as cover. Low key lighting with some flickering spotlights. • Ship Interior – Tight corridors for CQB battles. Some storage contains for cover but most of the cover is from doorways or access hatches. • City - Mixture of large open areas with tight alleyways. Caters for both types of play style and offers dynamic battles that can flip in seconds.

  9. Story Background: War. Man’s most basic instinct. In the last days on the planet Earth, it spread around the face of the globe like a virus, affecting anyone and anything it touched. During the last days a ship, the Icarus set out to save a few, lonely souls. Set in the late 24th century, man had survived and prospered out in the stars and has spread their reach everywhere. Technology and the human body has intertwined to produce a series of cognitively enhanced humans that fly between the stars on a day-to-day basis helping their ‘lower’ man in their day to day lives.

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