Invaders From Space

You didn’t come this far to stop

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Game Tech

Full Video

Design Document

Xenocide

Setting:

The player starts the game in their mech with the door being welded shut. They are told they have been hand picked for an extremely important mission to eradicate an alien race who threatens your very existence. The player lands on the planet tasked to carry a bomb (which is also the mech’s power source) to the center of a base or village and detonate it.

Core Mechanics:

The player pilots a mech in cockpit view trying to destroy or defend a base. They have two or three main weapons used to kill various enemy types, while navigating a base or village.

Unique Mechanic:

The mech the player pilots is not very optimized. The player must manually turn around in their cockpit to do things such as reload or route where power goes to each system. Which might require multiple steps to do. The player must manage their systems while fighting aliens.

Final Decision:

You as the player don’t know this but until you land on but the “aliens” you fight in the game are humans. You hear the propaganda told to you throughout the mission about how awful these aliens are, but everything told to you doesn’t really reflect what you see. Once you get to the area needed to plant the bomb you must decide whether to follow through and detonate the bomb or turn on your superior. Detonating the bomb solidifies you are a monster also you’re your people don’t send rescue to pull you out before it detonates. Defecting causes your people to call you a traitor and send something worse to deal with the “aliens” and you.

Below is the design document I made for Space Invaders. I knew I wanted it to be a mech game where you are in the first person view of the cockpit. What I didn't know is what the art was going to be or what exactly.

WIP 1

WIP 1

WIP 2

WIP 2

WIP 3

WIP 3

WIP 4

WIP 4

WIP 5

WIP 5

WIP 6

WIP 6

Final Video Above

I worked with a team of 3 other individuals to create a professional Euro-style board game for a Game Design class. The only real constraint for this project was that it had to be a Euro-style game, and the game had to take about an hour to complete.