Nondescript Sword-Fighting Game — A-Not-So-Complete-Game-Compendium

Posted on November 9th, 2011
by Jonathan Cecil

NONDESCRIPT SWORD-FIGHTING GAME
Recommended Number of Players: 4+
Design by Jonathan H. Bae
A work in progress…

 

Table of Contents
1. Abstract
2. The Grid
3. Players and Spectators (NYI)
4. Game Objectives and Modes

I. Deathmatch
II. Capture the Flag
III. Command and Conquer

5. Game Mechanics (WIP)

I. Rounds

  • IA. Preparation Phase
  • IB. Active Battle Phase
  • IC. Grid Placement

II. Points (NYI)
III. Events (NYI)
IV. Objects (NYI)
V. Line of Sight (NYI)
VI. Fog of War (NYI)
VII. Player-Controlled Mechanics (NYI)

  • VIIA. Movement
  • VIIB. Life
  • VIIC. Damage and Defense
  • VIID. Experience
  • VIIE. Upgrades
  • VIIF. Weapons
  • VIIG. Cooldowns
  • VIIH. Respawning
  • VIIII. Perks

1. ABSTRACT
Simple game involving the action of hitting other players with weapons. This can take place in any setting, although it is recommended that the game is taken in a wide or open playing field. Objects are permitted as obstacles or can serve as ‘line of sight’ blockers. By completing the primary main objectives, the game or round is won. This is a multi-player based game and is tuned for at least 4 players and more.

 

2. THE GRID
The ideal playing field is a wide, open plane that can be either indoors or outside, or a space capable of maintaining a 8×8 grid or greater, each square equal to 2.5×2.5ft. Each square on the grid dictates the player’s position and angle faced, critical to the aspect of movement in addition to game mechanic usage. For games where more players are present, the grid should expand beyond the standard 8×8 area in compensation.

 

4. GAME OBJECTIVES AND MODES
The primary objective(s) of the game are determined by the mode of which the game is played. For example, the primary objective of the game could be staying at a given location for a set amount of time, or capturing the opponent’s flag. The game mode cannot be altered once the game has started.

 

I. DEATHMATCH
Recommended Players: 6+
Objective: Slay all enemy targets.
Teams: Yes
Players are divided evenly into teams (red and gold) to fight in a untimed game. The objective of each team is to eliminate the other opposing team while still having active players on the playing field. In this mode, respawning is deactivated by default. The round ends when there are no surviving players on one team.

 

II. CAPTURE THE FLAG
Recommended Players: 10+
Objective: Capture the enemy’s flag and return it to your base.
Teams: Yes
Players are divided evenly into teams (red and gold) to fight in a untimed game. The objective of each team is to capture the opposing team’s flag while defending their own. Respawning is active. Players can pick up the flag by being next to it, but are unable to turn the opponent’s flag in if their flag is taken as well. If both teams still have each other’s flag after 1 minute, flag carriers take an additional 50% damage. At the 3 minute mark, flag carriers can only move spaces every 10 seconds. At the 5 minute mark, flag carriers take an additional 50% damage (to a total of 100% increase in damage taken). A flag carrier can transfer the flag to a player next to, in front of, or behind him/her. When the flag carrier dies, the flag is dropped and can be picked up by any player within the immediate vicinity. If not picked up by a player within 5 seconds, it is automatically returned to the base of origin. When the opposing team’s flag is picked up by one of their players, it is automatically returned to the base of origin. If taken by a friendly player, s/he becomes the flag carrier. The round ends when one team turns in the opponent’s flag. The innate flag positions reside on sides opposite to each other via the furthest exterior squares of the grid.

 

III. COMMAND AND CONQUER
Recommended Players: 10+
Objective: Have control of as many nodes possible before the end of the round.
Time Limit: 10 minutes
Teams: Yes
Players are divided evenly into teams (red and gold) to fight in a timed game. The objective of each team is to capture as many nodes possible before time runs out. Nodes are captured when a player stands upon it for 10 seconds. After capturing a node, it takes another 10 seconds to control it if left unchallenged. While a node is being controlled (upon a successful capture) or under the team’s control, players no longer need to remain on the node. By having control of multiple nodes, bonuses are given to players in the playing field. Controlling at least 2 nodes reduces damage taken from all attacks by 1. Controlling at least 4 nodes increases damage done by 2. Controlling at least 6 nodes increases life by 50%. Controlling at least 8 nodes reduces the time required to move spaces by 2 seconds. Controlling all 10 nodes guarentees victory. The round ends when 10 minutes expire or when one teams controls all 10 nodes on the field. The innate node positions vary, but are recommended to be equidistant from each other with one or more nodes at or close to the center.

 

5. GAME MECHANICS
The primary objective(s) of the game are determined by the mode of which the game is played. For example, the primary objective of the game could be staying at a given location for a set amount of time, or capturing the opponent’s flag.

 

I. ROUNDS

The game works in rounds which are predetermined before the game. The number of rounds must not be a factor of 2 (2, 4, 6…) when dealing with 2 teams, or must not be a factor of 3 when dealing with 3 teams (3, 6, 9…). Before each round, there is a preparation phase that takes place.

 

  • IA. PREPARATION PHASE

During a preparation phase which takes place before each and every round, players select their weapon of choice, spend available attribute points to improve stats or unlock perks, or spend team points to recieve various benefits.

 

  • IB. ACTIVE BATTLE PHASE

The active battle phase refers to the phase in which players are on the playing field via in-game. All action is taken to this phase in particular, where game objectives are to be completed.

 

  • IC. GRID PLACEMENT

During each preparation phase, each team can decide where each of their team members are located on the field, allowing strategic placement for group formations and battle planning before each and every round. Rather than preplacing each player on the field while mapping out where each player goes, team leaders are given a small-sized grid and stubs equal to the number of players on said team. Using the grid, each team pins the stub on a particular square to indicate placement and facing. Due to its nature, each team can also place members outside of the home zone and into the polar zone. Home zones are squares belonging to the team in particular, while polar zones are squares belonging to the opposing team. If two players take the same position on the grid, the player in the home zone has priority over the other player that would consider it a polar zone.