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Core Design Principles
Eric Froemling edited this page Nov 14, 2019
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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 this is not Ballistica's goal. Ballistica aims to provide a very specific framework for a very specific type of game in a very specific style. While it may be possible to use it to achieve other styles, this is not a primary design goal.
- 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 should be designed to gracefully display info for all players at once, levels 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 type games. This squad may consist of 4 people sitting together playing on a TV, or 2 playing on a TV with 2 more connected over the internet, or 4 people all playing on their own devices over the internet, etc.
- 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 in mind.
- While realism 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.
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