Proposal These documents are converted from the contents of Eric Smith's development hard disk, originally written in AtariWorks STW format.
File dated 16.2.1994
Robot Gladiators
Scenario
It is the future. Humans have spread out into the galaxy, meeting and interacting with other species and joining the Galactic Confederation. Many aliens are intrigued by this new, vigorous race, and have adopted some human customs. Human sporting events are particularly popular; it seems that no other races have such a variety of contests. However, differences in gravity, atmosphere, and even physical type make it impossible for different alien species to directly compete with one another. So, instead, they build surrogate competitors: specialized robots that are marvels of dexterity and skill.
Since the competitors are robots, the rules can be relaxed, and more dangerous sports have become common. Punishing hand to hand combat is a particular favorite in the galaxy...
You are the owner and manager of a robot gladiator. It is your mission to go out into the galaxy and win the Intergalactic Robot Warriors Championship. To accomplish this goal, you will have to construct your robot, travel with it to a variety of planets, and defeat the toughest robots in the known universe. Good luck -- you'll be needing all the luck you can get!
Gameplay
After the Jaguar logo, the player(s) will be presented with a short introduction to the scenario. If time and resources permit, this will be in the form of a video spooled from CD; otherwise it will be a scrolling text screen. After this comes the robot selection screen. Each player will be presented with 6 basic robot frames, which they can then customize with extra hardware they purchase. Players start with 1000 credits for hardware, and after each victory they earn more credits, which they can use for such items as:
ú machine gun ú flame thrower ú rocket launcher ú laser ú body armor ú reflective armor ú heat resistant armor ú jamming device (jams commands to the other robot) ú anti-jamming defence ú skill module (gives the robot new fighting moves)
The more powerful items, of course, will be too expensive for the player to afford at first; only after successfully winning many battles and saving money up will such things be affordable. But the player who only saves and never spends money risks becoming vulnerable to less powerful weapons.
After the robot and weapon selections screens comes the planet selection screen. There are three sectors in the galaxy, Alpha, Beta and Gamma, and each has four planets. Alpha sector is the most technologically backwards, and the player will most likely want to begin here (although it is not required; skilled players seeking a bigger challenge will start with Beta or even Gamma sector). As the difficulty level increases, so will the rewards (and hence the types of weapons that the player will be able to afford).
In two player mode, the two robots will immediately appear in the arena corresponding to the selected planet. Every planet's arena will be unique, and will have some sort of "local flavor." The arenas will be fully texture mapped, some with full motion video texture mapped onto the walls, others with reflective surfaces, mist, and other interesting lighting effects to catch the eye. Some arenas will have moving 3D objects (like an overhead ceiling fan). The goal will be to give a real feeling that each arena is on a distinct, and alien, world. The worlds will also differ physically; some will have heavier gravity than others, and some will have corrosive atmospheres, which will inflict damage on unprepared robots.
In one player mode, a screen will appear to show what computer controlled opponent(s) are present on this world. There are 12 possible computer controlled opponents: 4 "easy" ones, 4 "medium" ones, and 4 "hard" ones. The opponents are distributed randomly to the worlds in appropriate sectors (easy opponents in alpha sector, medium in beta sector, hard in gamma sector). The player will never know for sure which opponent will be on which planet, but some combinations will be more likely. Sometimes more than one robot will be present, in which case the player will get to choose which of them he would like to fight. Each opponent will have a distinct personality and abilities. Part of the game will be discovering these personalities and traits; experienced players will learn which robots are most likely to appear on which planets, and how they will fight.
The actual combat will proceed much as in the arcade game "Virtua Fighting." The battle system will be simple to use: both combatants will always be facing each other, so that most movement will take place in a straight line. This simplifies coding and art work. Certain moves will change the axis of that line, and the robots will automatically re-align themselves afterwards (so the players don't have to worry about minor details, and can concentrate on the fighting).
The view will be a third person perspective, with a variable camera position. Unlike traditional fighting games (like Street Fighter and Mortal Kombat) the combatants will be truly 3D figures, rendered in real time and fighting in a 3D arena. This means that we will be able to present arbitrary camera views. There will be a number of pre-set, fixed camera positions which the user can toggle between, and also an "auto mode" in which the camera automatically pans around the arena to follow the action.
The standard sorts of "jump," "crouch," "kick," and "punch" moves will be available to all robots. Some robots (and the player's robot, if the right skill module combinations are present) will also be able to perform special fighting moves. For example, some robots will perform wrestling moves (e.g. a body slam), and others may be able to pick up and throw their opponent. Some robots will even be non-humaniod, and will hence have additional capabilities (e.g. a scorpion-like robot could use its stinger).
Each time a robot is hit, it loses energy and perhaps abilities (a particularly severe hit may knock out certain control modules, or destroy some weapons or armor). When a robot's energy reaches 0, it becomes inactive, and the other robot will win.
As mentioned earlier, the arenas will be fully texture mapped. The robots will be rendered with a combination of texture maps (for surface details, and perhaps "battle scars" to indicate damage) and Gouraud shading (so that curved surfaces look more realistic).
Schedule
The schedule below is only a very rough estimate; producing a detailed schedule with milestones and dates will be the first order of business for the team once work on the game begins in earnest. But some ballpark figures for how long the game might take are:
Programming Tasks (time is given in programmer-weeks)
Data structure design: 2 weeks 3D rendering (using Denis' engine): 1 week Shadows and special lighting effects: 3 weeks Intro screens/credits: 2 weeks Camera control: 1 week Robot animation and control: 6 weeks AI for enemy robots: 6 weeks Full motion video texture mapping: 3 weeks Level loading and CD-ROM control: 2 weeks Sound and music: 2 weeks Debugging and fine tuning: 3 weeks Saving games/high score list: 1 week ---------------- Total: 32 weeks
Art Tasks (time is given in artist-weeks)
Character design and animation: 36 weeks (3 weeks/character, 12 characters) Arena design and animation: 18 weeks (1.5 weeks/arena, 12 arenas) Title screen art: 2 weeks Introduction sequence: 4 weeks (?) ---------------- Total: 60 weeks
With 2 programmers and 4 artists, we could thus expect work to be completed in approximately 16 weeks. With a month for testing, that gives approximately 5 months to completion. If the project is started in early April, we should be able to have a finished game in September.
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