R.A.I.D.E.R. - Rapid AI Drone Emergency Response

Game Design Document

Elevator Pitch

R.A.I.D.E.R. is a throwback 3D action shooter, inspired by classic games of the 5th gen of game consoles, first and formost Future Cop: LAPD. The twist is that the player will controll multiple robots ('drones') to accomplish each mission, which means that resources of multiple entities have to be managed.

Theme

R.A.I.D.E.R. is about feeling powerful. Piloting a powerful mech, or even a group of mechs, is an awesome feeling, and the game should try to evoke that feeling in a player. While being powerful, the environments in the game should feel threatening, and the player will need to move and apply their might carefully.

The game will be set in a dystopian future. Crime is ubiquitous, and environments should be run-down and dilapidated. The game will have a semi serious tone, with self aware humour and fourth wall breaking jokes.

General Info

Platform

The game should be developed for PC and released on digital video game storefronts. A prototype/early demo will be developed for the Pirate Software Gamejam 16 and released on itch.io.

Inspiration

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The game will take inspiration from games like Future Cop: LAPD and the Battle Tech series, e.g. the MechWarrior series.

Development Software

The game will be developed in the Godot Engine, Version 4.3. 3D Assets will be made with Blockbench and Fusion 360. Audacity will be used for creating/modifying audio assets.

Concept

Overview

R.A.I.D.E.R. will be a top-down action shooter. This section will describe gameplay mechanics in more detail.

Movement

The player can move their mech in four directions (front/back, strafe left/right), and turn left to right. There will be no mouse control/aim, as this could feel to modern/out of place for the style the game will try to evoke. The ability to jump could be added to add variety to the gameplay by adding short platforming sections. Also, a way to traverse the environment faster could be added, i.e., by sprinting.

Combat

The player will have multiple weapons at their disposal. A high-firerate weapon, like a machine gun, to deal with smaller, high volume enemies, and a heavier hitting, but clunkier to use weapon for bigger enemies, like a rocket launcher. A third weapon slot could be filled with another weapon or utility tool, like mortars, shields, distractions, repair packs, etc. Ammo reserves for every wepon will be limited, but can be replenished during the mission by picking up items.

There should be a way to damage enemies while being empty on all weapons, for example with a melee attack. This should be a last resort however.

Weapons should aim automatically at targets in front of them.

Depending on the level, the player should be able to control multiple mechs. The player can switch between mechs under his control. Mechs that are currently not controlled should idle/patrol at their last position, and keep shooting at incoming enemies. By carefully positioning their mechs, a player can secure his flanks against incoming cannon fodder enemies and focus on dangerous enemies coming from straight ahead.

Enemies

The game should feature a variety of enemeis with different behaviours:

Enemies should be sporting weapons with which to attack the player. The players mechs health pool will be limited and needs to be managed. Mech health can be replenished during missions by picking up health boosters.

The roster of enemies should feature humans, robots, tanks, hovercraft, aerial vehicles, and so on.

Environments

The game should feature a variety of environments. City-scapes, parks, ghettos, but also interiors, underground lairs, and, of course, a sewer level. Mission briefings should explain the environment of the upcoming missions. Enemies should be fitting for the environment.

Lore

The player being part of a police/law enforcement unit, should have a superior overlooking their missions. This character should give out hints, explain lore bits, and be comic relief during gameplay.

Progression

Depending on their perforamnce during a mission, a player might spend in game currency on upgrades, new mechs or new weapons between missions. Starting a mission should show a loadout screen, where unlocked equipment can be selected for the upcoming deployment.

Prototype

A prototype with greatly reduced scope should be developed for the Pirate Software Jam 16. The scope should be reduced to:

The aim of the prototype is to gauge interest in a game like this, test potential art styles, and evaluate core gameplay elements.

Sounds and Music

Music should incorporate styles which were popular during the late 90s/early 00s, like Rock, Industrial, Nu Metal, Grunge, Trip Hop and Techno. Music can feel "corny" or "cheesy" to lean into the retro feeling the game is trying to evoke. Music files can be compressed/low quality to further emulate limitations of it's inspirations.