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SAS: Sabre Squadron. By Roger Hughston, Nitin Venugopal , Balaji Rathinasekaran , Bryan Chamchoun , Vedang Haldanka , Darshan. SAS: Premise. Squad based FPS – Most similar to early Tom Clancy’s Ghost Recon Games
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SAS: Sabre Squadron By Roger Hughston, NitinVenugopal, BalajiRathinasekaran, Bryan Chamchoun, VedangHaldanka, Darshan
SAS: Premise • Squad based FPS – Most similar to early Tom Clancy’s Ghost Recon Games • Player is a troop leader of the British Special Air Service 22 Regiment. Troops are sent on a variety of different style missions • Search and destroy • Recon • Hostage rescue • Etc.
SAS: • Xbox 360 – Hybrid Control Scheme utilizing Microsoft’s Project Natal and Wireless Controller. • Natal could be optional, giving incentive to purchase the hardware. • Target Audience • First Person Shooters (Hardcore and Non-Hardcore) • Strategists
SAS: Risks • FPS market dominated 10+ million dollar projects • Non-AAA FPS will be judged harshly • Players are trained to expect an amazing experience • Art • Gameplay • Design • Immersion • Were college students with a team of six. • But the idea is there!
SAS: Market • Competitors: Halo, Gears of War, Call of Duty, Left 4 Dead, Battlefield Series, Rainbow Six, etc • Huge market of FPS players • Our Strategy • Do NOT try to beat GoW, Halo, and CoD at their own game. • Offer an experience that is similar and familiar for the player; but make it different and more engaging in a major way. • Appeal to the Hardcore and Non-Hardcore FPS players alike.
SAS: How does it differ? • Bring the pace of the game WAY DOWN, with the occasional spikes • Added immersion.RL isn’t a 100x100 meter arena! • Alter game focus from individual to the squad • Allow players to really plan and command their squad • Pre-mission briefings and layouts of mission • On the fly effective squad orders
SAS: Gameplay • Basic FPS controls with 360 controller • Natal gestures to issue squad orders • Movement • Formations • Weapons • Assault
SAS: Movement Gestures • Come Hurry Up Stop Crouch/Prone
SAS: Formation Gestures • Column File Line Rally Point
SAS: Weapon Gestures • Sniper Pistol Rifle Shotgun
SAS: Assault Gestures • Door Window Point/Entry
SAS: Current Semester Plans • Single Level • Large wide-open level with objective(s) • Classic FPS controls (possibly magnetism) • Enemy AI - Simple state-based AI • Friendly AI – Lots of work here, get the squad AI/controls Sharp • Get friendly AIs working before we receive Natal, so we can focus on that interface singularly. • Borrow art wherever possible, but make it pretty! • Keep scope under consideration at every step