- Concept Overview
Game Name: “Stick Strike Showdown”
Genre: Sports / Arcade
Platform: Console, PC, or Mobile
Style: Cartoonish or realistic, depending on target audience and artistic direction. - Game Design
2D Version:
A. Visuals:
- Graphics: Simple 2D sprites for characters, sticks, and environments.
- Environment: Flat, side-scrolling view with a static background and interactive elements (e.g., obstacles, target zones).
- Animations: Basic animations for swinging the bat, striking the striker, and striker movement.
B. Gameplay Mechanics: - Controls:
- Movement: Arrow keys or joystick for character movement.
- Bat Swing: One button to initiate the swing. Use timing to hit the striker.
- Special Actions: Additional buttons for power shots or special abilities.
- Physics Engine: Basic physics for striker trajectory, influenced by swing strength and angle.
C. Levels and Challenges: - Stages: Various levels with different field designs and obstacles.
- Obstacles: Dynamic or stationary hazards in the field.
- Target Zones: Clearly marked zones where the striker can land for bonus points.
D. Scoring System: - Distance Measurement: Automatic scoring based on where the striker lands.
- Bonuses: Points awarded for accuracy, avoiding obstacles, and special achievements.
E. UI Elements: - Score Display: On-screen indicators for current score, bonus points, and remaining turns.
- Feedback: Visual and auditory feedback for hits, bonuses, and penalties.
3D Version:
A. Visuals: - Graphics: 3D models for characters, sticks, and environment elements.
- Environment: Fully 3D field with depth, dynamic lighting, and interactive elements.
- Animations: Detailed animations for character movement, bat swings, and striker dynamics.
B. Gameplay Mechanics: - Controls:
- Movement: Analog sticks or WASD keys for character movement.
- Bat Swing: Trigger or button to swing. Implement aiming using right stick or mouse.
- Special Actions: Power-ups or special moves using additional controls.
- Physics Engine: Advanced physics for realistic striker trajectory, including factors like wind or surface texture.
C. Levels and Challenges: - Stages: Diverse 3D arenas with various obstacles and target zones.
- Obstacles: Movable and interactive obstacles that challenge player precision.
- Target Zones: Three-dimensional zones that players can aim for, with changing layouts.
D. Scoring System: - Distance Measurement: Real-time measurement of striker distance with 3D visualization.
- Bonuses: Points for accurate strikes, avoiding obstacles, and executing special moves.
E. UI Elements: - Score Display: 3D overlays or HUD showing scores, bonus points, and other relevant information.
- Feedback: Immersive feedback with sound effects and visual cues for different game events.
- Development Steps
- Pre-Production:
- Concept Art: Create initial sketches and design documents.
- Prototype: Develop a basic prototype to test core mechanics.
- Production:
- Asset Creation: Design and model characters, sticks, environments, and animations.
- Programming: Implement game mechanics, physics, scoring systems, and controls.
- Level Design: Create and test different levels and obstacles.
- Testing:
- Playtesting: Conduct internal and external playtests to refine mechanics and balance.
- Bug Fixing: Address any issues or bugs identified during testing.
- Release:
- Polishing: Finalize visuals, sound, and gameplay.
- Marketing: Create trailers, demos, and promotional materials.
- Launch: Release the game on chosen platforms with appropriate support.
- Post-Launch:
- Updates: Address player feedback and release updates or patches.
- Community Engagement:** Foster a community around the game with events or challenges.
I was not able to do anything except come with the concept, I expect to get a code and ui, ux, plus functioning prototype