Specification

For my double project I will be making a horde style Top Down Shooter in Unity. The game is set hundreds of years in the future, when Earth has just been destroyed by an Alien race. Humanity is virtually extinct, except for one survivor (player) who just managed to escape annihilation on a military spacecraft. He is now headed for the home planet of the aliens responsible to exact revenge.
 
As such the core gameplay is that of a typical hoard mode top down shooter. It will focus on a single protagonist whose sole purpose is to survive as long as possible by killing continuous waves of oncoming enemy opponents. This is aided by the implementation of upgraded weapons and special pickups players will find across the map as they progress.
Progression is determined by the player eliminating a pre-set number of enemies at each stage/level before they can move on to the next stage/level.
Due to the nature of the game there is no end/final level, you are simply trying to achieve the highest score by surviving for the longest/killing the most enemies.
 
The game is mainly aimed at fans of top down shooters, freemium gamers, computer and game enthusiasts and casual gamers. Based on its nature, it will appeal more to male players between the age range of 8-21.
 
The look of the game is very important. I want there to be a strong focus on the lighting of the scene and the clarity of enemies blood.
The maps will have a clean simplistic 3D feel with simple low poly models in 8 bit style of game objects such as trees, rocks etc.
The levels to be textured mostly in white and have a Mad World / Sin City type feel. I will stick to a strict colour palette, consisting of red, white, a range of greys and black. The blood of the aliens and my players bandana are the only things coloured in red, so they stand out the most. Any pickups will be made out of a reflective material.
 
I will create the game in Unity, using C# and the occasional Java script – this will include the basic game mechanics that will makeup the framework, such as player and camera controllers, basic enemies and damage systems.
The 3D assets such as character models and the various game objects with be created in Blender and Cinema 4D. I will create the animations in blender and import them to match certain in-game actions, such as reloading etc.
The title screens will be made of photoshop elements compiled in Unity, whilst the various cutscenes will be created using Cinema 4D and edited in After Effects.
The sounds will incorporate familiar 8 bit noises such as gun and death sound from the SNES and older consoles, while overlaying a soundtrack of popular chart songs in 8 bit fashion.

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