Greetings,
My name is David Sanchez, I am 19 and am currently attending college in Riverside, Ca. I have a deep passion for storytelling and video games that goes all the way back to when I was a kid. I played all sorts of games from Super Mario and the like, to Star Wars: Battlefront. I have a really great group of friends who I confide in about idea for games and at the moment we are developing a comic book we are hoping to sell. Recently, my friends and I had a discussion about what we would like to ideally see in a video game. We came to the conclusion that a lot of what we are seeing in the market is bland and there aren’t as many new and solid mechanics in games today, like we have seen in the past.
We came up with a simple, but functional game mechanic for a shooter/science-fiction game (our original idea was to implement it into the single player portion of a new Star Wars: Battlefront type of game game). First, we agreed that one of our favorite game play mechanics was the squad-based type of gameplay as seen in Star Wars: Republic Commando. For us we really enjoyed the game on a deep level. What we liked was the fact that the squad had to work together to advance through the level. We also figured there could be a way to make the story mode offline and to be able to play it through online lobbies or with friends. Squads are THE primary mechanic in our games and we came of a list possible scenarios and ways the squads could be worked:
Squads
· For online story mode – 4 person squad consisting of different classes for each member (Classes are chosen by each person – Classes will be explained towards the end)
· For offline solo play—5 person squad consisting of four different classes (A.I) and a squad leader (human controlled)
Classes:
· EACH squad consists of four classes: Medic, Engineer, Support, and Sniper
· Medic – Does field healing, revives fallen teammates with health packs or healing gas grenades and some sort of reviving tool. Uses standard issue weapons
· Support – Heavy trooper who lays down suppressive fire so the rest of the squad can take out the target. Uses explosives and light machine guns, or mini guns. Causes havoc for the enemy, calls in air support, designates targets and is a mobile tank.
· Engineer – Computer hacking and building equipment come natural. Uses standard issue weapons, but builds things such as mobile defense turrets, cover for their teammates and sometimes even shoots off a rocket or two depending on the situation
· Scout/Sniper – The hunter of the group. Uses a long range rifles and motion sensors to find the enemy before it has a chance to reach the squad. Deadly accuracy is their best friend, use them wisely.
Leveling, Customization and Rewards
· Understanding that players like customization and rewards, we have implemented both into our ideas
· Leveling serves two functions: One is skill points, and the other is customizations and rewards for getting certain tasks or accommodations in battle
· After leveling up, each player at the beginning of each level has a chance to customize their soldier’s looks, their skills or perks, and how their weapons and gadgets function through attachments.
· Each class comes with a skill tree and every level up grants a point for the skill tree and 2 or 3 credits toward unlocking gear, attachments or customization of your soldier.