by Haldirian87 » Wed Dec 09, 2009 9:47 pm
Incredible Amounts Of U.I. And Game Play Customization
Customization of Menu Layout
Customization of Menu Interface
Customization of Menu Themes
Customization of additional Menu features
Customization of User Control
Customization of Game Specs
Customization of the Leveling System
Great Originality And Variation
60+ Game Types (Nearly all original and designed for optimal enjoyment)
-Ranging to nearly all types of game play variants possible
25+Pre-Created Maps
125+ Weapons
-Ranging from light automatics, to claymores, to mortars
100+Weapon Customizations
-Ranging from Enemy Recognition, to different munitions
Several Character Customizations
-Ranging from helmet types, to where your secondary weapon is holstered
12 (possibly more) Character classes
10+ Vehicles
Advanced Artificial Intelligence That Reacts, Interprets, Executes, And Exists In Several Variations
Features of the A.I.
-Communication with allied A.I. unites to coordinate actions
-Interaction with environment such as firing from a ladder
-Reacts to player, such as beginning to open fire when it counts four seconds of fire from the player (when their magazine is nearing empty)
-Full utilization of the map and objects within it, say using a Bipedal Assault Craft to cover the short-ranged artillery while crouched by an equipment depot
-Highly accurate prediction, they read enemy movements, and learn when they're motivated to do different actions, such as jumping, going prone, etc.
-Creative emotes
-Being able to have customizable intelligence, difficulty, and other settings
Smooth Higher-End Graphics
--Features of graphics
-Fog/smoke transparency layers
-Explosion specs of reacting to physical objects, say reflecting off of the hull of a heavy barricade
-Munition casings
-Varying muzzle-flashes
-Motion Blur
-New "bleary-eye" visual effect
-Visible breathing animation
-Visible breath-water vapor in winter maps
-Destructible objects
-Different textures responding to impacts, E.G. a soft texture responding to the impact of a shotgun blast such as tilt, lean, and other gravity and physical responses
-Light and light reflection
-Unique view-shadowing feature
-Character emotes
Complex Animation Strings-
--Features of Animation
-Shifting of leg placement and body lean of multiple slopes
-Leaning against side of objects
-Vaulting over objects
-Varying leans depending on character kneeling
-Variations in body movement and speed depending on texture variants
-Wading in water
-Firing weapons from virtually any action, including blind firing
-"Rag doll" activation
-Interaction with other characters, E.G. the character shouldering aside another character
New Mode Feature
Select from Realistic, Non-Realistic, or Combination Mode
Realistic Mode, features a set of game features, the Realistic set includes more advanced interactions, the advanced animations, realistic settings (such as body part health statuses and low amount of health[can be killed by two or three shots to the upper chest]), character movement affected by body part conditions (E.G., limping with a wounded lower leg, or shaky firing with a wounded right hand), stricter gravity limitations, a revolutionary "Adrenal-Style" Pain Status, less lenience on falling, more unlocked actions, magazines carry the rounds; not the player (E.G., when you reload and the clip had five rounds in it, the five rounds are lost),characters interact with other character physically (When not attacking), textures and barriers have more realistic interactions and capabilities, and characters have more emotes available. So in Realistic Mode, the game is more complex, more realistic (who would've guessed Oo), but more difficult, or simple, depending on the situation
Non-Realistic Mode, features default interactions, default animations, default settings, default character movement, default gravity limitations, default health, default lenience on falling, default actions, default ammunition settings, default character to character interaction, default interactions and capabilities on textures and barriers, default emotes available. So Non-Realistic Mode is quite the opposite of Realistic mode, though the game has less to it, it is simpler to play and the game is easier to play.
Combination Mode, features as a checklist, where the player can select features from either realistic mode, or non-realistic mode
Creative Balance System
For example, vehicle-enabled maps have certain areas in which the more powerful vehicles can roam, though there are areas in the same map which they cannot travel in.
Additionally, the technology which we are putting in Arenafront, is advanced and original, with that touch of realism that we're striving for, and this technology can help a Medic counter a Heavy Bipedal Assault Vehicle (name will change) to a certain level, though the Medic would lose, they could do a decent amount of damage to the vehicle.
We are enduring in-depth to balance the overall effect of all the classes so that a side with more of one class, doesn't necessarily dominate one that the other with more of another class.
Innovative Genre Acceptance
Featuring the ability to play the game as the primarily intended 2D Side-Scroll Shooter, along with an RTS-variant, which you lead your forces to victory on the map, as if it was you out on the front lines. It can also function as an RPG-variant, with our leveling and unlocking system (which can be activated or not by choice of the player). We will be creating a map or two which the focus is a puzzle in the form of an expansive level, in which you must solve your way through the intricate system to lead yourself, or your forces to controlling the multiple command points set at random into the level. The level is expected to have a random assembly function, so the map is never the same one twice.
Much later versions of the game will have a massive game type, which the character travels with a force, to different areas (maps) to conquer and control them, and the questing system in that game type will then be implemented into all of Arenafront
Then for all of those Zombie-game lovers, we're expecting to produce a game-type in which you or you and your force battle against the undead in new game types, along with the zombies having weaknesses that you yourself can experiment on and discover, as you fight endless hordes or them, or just a couple, depends on what you customize it to be
Other Features
-Advanced Training System
-Implementation of version patches
-The ability to fly, or be flown in a drop ship and land directly into the fray, whether it's on, or behind the enemy, you can launch an assault from a drop ship, so long as you hit the ground running
-Artillery, be able to coordinate several different artillery weapons, or request a bombardment or round to be placed at exact coordinates, with even the advancement to choose different rounds, and round settings, such as detonation, blast direction, and more
-Continuous Development, the game is constantly evolving, adding new featuring, smoothing out features, and always making it more advanced, and higher quality
-This game is of American design, made by Americans, after all, not all great games need to be Asian oO
-Advanced Technology introduced in Arenafront, ever thought of a bullet that could tell you where it hits and what kind of texture it hit?
-Since the product is in continuous development, features, game types, technologies, and more from future games, will be put together as expansion packs for Arenafront, so you can check out what the upcoming games will be boasting, whether it's a six-barreled weapon, or an advanced Orbital Drop-Pod, you'll be able to see it there
Additionally, the Arenafront project is looking for any help it can get, specific help is nice, and is requested above, though we're looking for anyone who can produce something beneficial for Arenafront, and be a part of this imaginative development
--Collin Kindred