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Birth of Legends GDD

Introduction

Birth of Legends draws inspiration & ideas from several games on a variety of platforms.

Inspiration

BattleZone: Rise of the Black Dogs + Redux on Steam

Released as an exclusive on the Nintendo 64, RotBD puts the player in command of a futuristic (albeit this is an alternate history sometime during the 1930s-1940s) army in a variety of environments from the moon to Venus to the moons of Jupiter. It features a mixture of first person shooter & real time strategy elements resulting in a unique gameplay experience where you both are commanding units in the field & getting caught up in engagements personally as you as the player are also a unit in the field. The game features a variety of unit types such as your portable production facilities, main battle tanks, artillery units and deployable turrets.

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Brothers in Arms: Road to Hill 30

Brothers in Arms is a PlayStation 2 game where you are commanding a small squad of US soldiers during World War II. It is foremost a first person shooter but it has elements of tactical shooters where during engagements you can order your friendly soldiers to reposition, perform suppressing fire against positions. In some cases, tanks can be driven & commanded by the player. Primarily you are working with squads of up to 4 soldiers.

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Battalion Wars

Battalion Wars is a game closer in the vein of BattleZone but instead of you having a unit specific to your presence in the field, you are able to “headhop” to your other units in the field at will, allowing an AI take over control of the unit you were just controlling prior. Army sizes here can be pretty sizeable of mixed unit types ranging from artillery, main battle tanks, infantry and machine gun jeeps.

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The Overall Idea

Birth of Legends will be campaign (still with multiplayer support) first. It will instead focus down on playing more like Brothers in Arms in the following ways:

  • The player is in control of a smaller set of units (at maximum 20).
  • The player may be outnumbered by large numbers of hostiles in some cases.
  • The player will be focusing more on tactical operation of the units they have and less on growing the army or building the base.

It may have the following elements of X-COM:

  • The player is responsible for individual soldiers throughout the campaign. While they may not necessarily mean anything individually, individuals surviving missions conveys having more bodies in the next & experience.

Target Audience

Most definitely players of tactical shooters because of the focus on first person combat in the most effective way possible, similar to MechWarrior 5 in some ways.

Factions

Below is a high level breakdown of factions from a gameplay/functionality perspective.

Draakan / MDTF

  • Infantry & Infantry Philosophy: Reliant primarily on regenerating shield for protection, hit and run tactics, AI more likely to intentionally overkill, AI less likely to flee, the overall more technologically advanced faction
  • Weapon Philosophy: More high RoF and secondarily high single shot damage

Humans

Humanity doesn't have a fancy name yet.

  • Infantry & Vehicle Philosophy: Cheap to produce/arm, reliant primarily on armor for protection, AI very pragmatic about ammo use, AI more likely to flee, the less technologically advanced faction
  • Weapon Philosophy: More precision weaponry with high single shot damage

Game Modes

Death Match

First focus game mode to nail down core gameplay. Players spawn in as a vehicle of their choice, first to ten kills (or whoever has the most kills by round end) wins.

Last Stand

A mode inspired by Halo Reach's Firefight mode & secondarily a similar mode in WarThunder where players in the server are all one team surviving against waves of AI controlled enemies. It either will go until everyone dies or until a specified round count has been reached.

Dead players respawn between rounds and every so often resupplies are dropped for the players to use, which can include vehicle upgrades or AI controlled reinforcements.

Campaign

public/gdd/main.txt · Last modified: by Robert MacGregor