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Phillip Alexander edited this page Aug 16, 2013 · 48 revisions

Satellite

A multiplayer WebGL space warfare game centered around moon bases and space stations.

Wiki Pages

[Git Workflow](Git Workflow)
[Task Categories](Task Categories)
[Workstation Configuration](Workstation Configuration)

Concept

  • On-and-around-moon space warfare
  • Two Teams
    • Aliens
    • Humans
  • Camera
    • 3rd person chase camera
    • Cockpit view with Oculus Rift support

Technology

  • [three.js]: 3D Library
    • WebGL abstractions
  • [Physijs]: Physics engine
  • [Socket.IO]: Client-server communication
    • Server and client implementation of WebSockets
  • [Node.js]: Multiplayer server
  • Grunt.js: Task Runner
  • HTML & CSS: Menuing

Assets

  • Found: Space models from TurboSquid artist Angryfly
    • Sent proposition for sponsoring project with free models on 8/12
  • Found: Space buildings by Kvakling
  • Found: Moon models/textures
  • Needed: Star and planet skybox backgrounds
  • Needed: Flare particle sprites
  • Needed: Explosion sprites

Actors

Small fighter

High speed, maneuverable, moderate damage

Alien Ship: Small (1) Alien Ship: Small (2) Alien Ship: Small (3)

Human Ship: Small

Large fighter

Medium speed, not as maneuverable, heavy damage

Alien Ship: Large (1) Alien Ship: Large (2) Alien Ship: Large (3)

Human Ship: Large

Turret

Alien Turret Human Turret

Space Station

Alien Space Station Human Space Station

Small Moon base

Alien Moon Base Small Human Moon Base Small

Large Moon Base

Alien Moon Base Large Human Moon Base Large

Moon

Moon: Phobos Moon: Round

Game modes

Invasion

Team A must launch an attack from their space station and invade Team B's moon.

Setting

  • Team A has a space station slowly orbiting a moon
  • Team B has an established moon base

Gameplay

  • Team A must launch air attacks against Team B's moon base
  • Team B must defend against team A's air attacks
  • Team B must launch air attacks against Team A's space station
  • Team A must defend against air attacks on its space station
  • Respawn
    • Ships spawn at space stations
    • Respawn time varies based on team balance

Win states

  • Team A destroys Team B's moon base
  • Team B destroys Team A's space station

Domination

Both teams have space stations on opposite sides of a moon and must occupy bases on the moon to win.

Gameplay:

  • 5 unaffiliated bases are present on the moon
    • 4 small
    • 1 large
  • Bases are occupied by installing turrets at turret positions on the bases
    • Small bases require 2 turrets
    • Large bases require 4 turrets
  • Turrets
    • Each ship can carry one turret at a time
    • Each ship spawns at the space station with a turret
    • Additional turrets can be picked up by returning to the space station or an occupied base
  • If a turret position at a base is occupied by an enemy turret, the enemy turret must be destroyed first before a new turret can be placed
  • A base can have both enemy and friendly turrets
    • In this case, the base is still unaffiliated and cannot build turrets for either team
  • Respawn
    • Ships spawn at the space stations initially
    • Ships spawn at random small base owned by team
    • Respawn time varies based on team balance

Win states:

  • The large base and at least 2 small bases are occupied completely

Dogfight

Space combat death match with a central "energy field" that heals and upgrades players.

Gameplay

  • An "energy field" in the middle of the arena can heal and upgrade ships that pass through it
  • Spawn
    • All players spawn once at a random location facing the base

Win states

  • Players have a single life, last man standing wins

Scramble

Two space battle stations happen upon each other and a battle ensues.

Gameplay

  • Each team has a space battle station
  • Each team must launch attacks against the enemy battle station
  • The battle station has a fixed health value that does not replenish
  • Spawn
    • All players spawn on the battle station
    • Respawn time varies based on team balance

Win states

  • A team wins when it destroys the enemy battle station

Influences

Game Design

Feature Backlog

  • Normal Mapping

    Add dynamic lighting to the models.

  • Afterburners

    Generates a lot of strategy concerning movement and mobility.

  • Unlockable skins

    Gives players an incentive to play longer, new players have the promise of progression.

  • Leaderboard

    Serves the same purpose as Unlockable skins. Creates a desirable "elite".

  • Loadouts

    Makes the game more tactical and team-oriented due to skillset compartmentalization.

Potential Design Implementations

  • Headless Horsemen

    Homing missiles. Require that you tail enemy for a few seconds to lock on. Rewards players who are good at tailing/dogfighting.

  • Pale Stars

    Ball Lightning projectiles that grow in size exponentially per distance traveled. Rewards players with good timing and spacial awareness. Can be employed effectively at long range.

  • Vector

    Railgun/like laser with indefinite range, and instantaneous damaging. Can pierce through ships. Rewards precision.

  • Scream

    Can overload your shields to produce a self-centered energy wave. Rewards mobile players.

  • Vorpal Sword

  • Worm's Cradle

  • New Moon

    Localized EMP burst.

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