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Core Design Principles

Eric Froemling edited this page Dec 6, 2019 · 35 revisions

Although Ballistica is technically an engine, it is unique in its scope compared to other game engines. Most engines provide low level building blocks to facilitate creating any type of game in any type of visual style, but that is not the goal here. Ballistica aims to provide a very specific framework for very specific types of game in a very specific style. At the moment BombSquad is the only example, but the hope is that most of Ballistica's tech and art could be repurposed for other games or apps in the future (or could simply support a nice variety of mods for BombSquad).

Gameplay

  • Should be playable by up to 8 players simultaneously on a single device connected to a large TV. Other form factors such as smart phones, desktop computers, etc. are secondary and this 'couch multiplayer' form factor should always be kept in mind. This means UI elements should be designed to gracefully display info for all players at once, maps should be designed small enough to allow all players to remain visible at reasonable sizes on a single screen, etc.
  • Should be built around the concept of 'squads' of players joining together to compete in activities which may include taking on other squads or competing amongst themselves in free-for-all or cooperative styles of play. A squad may consist of any combination of people on any number of devices. (so 6 on a single TV, or 4 on a TV and 2 more on a tablet, or 8 on individual phones, etc.)

Visual Style

  • A 'hand-crafted', 'stop-motion' look. To achieve this, it is important to build objects in real life out of clay, building blocks, or common household items and recreate them as 3d models using photogramettry. Any tools and workflows should be built keeping this target in mind.
  • While realism and visual quality is important, the designs themselves should feel simple and unpolished; like a diorama built by a child for use with their action figures or handmade clay characters. The look should evoke a feeling of playtime and silly fun.
  • It is certainly possible to create other styles within the engine, but elements matching the above descriptions will be prioritized in any sort of public asset listings, in-game marketplaces, etc.
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