Metallic Waves
Gameplay
Brief:
Capture the area and destroy the enemy spawners (mini bosses):
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Step 1: Stealth mode, get into areas, buildings, locating and marking the enemy spawners, finding doors and weak points, return to your base and get ready for attack (must not alert the enemies)
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Step 2: Spawn and support your troops in order to attack the enemy base. Enemies get stronger over time. The more time you spend to complete the mission, the less chance of success you have.
(The goal is enjoying the music and visuals as the role of the player is supporting the team).
Main Character
The main character "Hecto" can walk, run, jump, crouch, prone and has three main mechanics:

Health: Medium
Damage: Low
Movement: Fast
Light Combat
The default weapon of the player since the beginning of the game is "Claws" but there are a few other weapons that can be found in different levels mostly in secret rooms which will help the player to fight against light waves of enemies. The ammunition of these weapons are infinite but every use/magazine has a cooldown.
Claws: Default weapon, medium damage in melee range.




Shotgun: Short range with high damage, good for clearing enemies around your units.

Machine pistol: Short range with low damage a choice for "Run and Gun" players.

Heavy pistol: Medium range with medium damage, for the players interested doing head shots.

Satellite Strike: A lazer beam from the sky that melts a line of enemies.
Support Abilities
Your role is spawning and supporting your troops, then you need abilities to be able to keep your team safe. The first available ability is "Repair". The rest can be found in different parts of the levels.

Repair: Reviving downed Lighting or Ogre units. You have a very limited time to revive them once they are down, otherwise they will die.
Knock Back: A forwad wave like force that throw light enemies back. (please watch min 1:20 in this video).


Stun knives: Throwing knives that stun enemies on impact.

Smoke: Hide you from the attack of ranged enemies, melee enemies still can invade inside your smoke but they will be marked for your team.











Spawning Units
The main character earns Dark Mass by killing enemies and can spawn four types of units: Lightning, Ogre, Tank and Drone. Units are AI controlled and each level has a maximum unit capacity.
Lightning: Normal robots with medium health, damage and long range. You can equip Sub Machine Gun or Marksman Rifle if you find the upgrades. By default they have Knife. Fast Movement.
Ogre: Armored robots with high health and damage but medium range. You can equip FlameThower, Grenade Launcher and Light Machine Gun if you find the upgrades. By default they use their Fists to fight. Medium Movement.


Tank: Powerful unit for fighting against giant enemies. They have Rocket Launcher by default but you can change it to Mortar once you find the upgrade. Slow Movement.
Drone: Small, fast and helpful aerial units which are unavailable in the beginning and should be found during missions. There are three different types of them:
Radar: Scanning the incoming enemies for the team (add marks to your UI and mini Map)


Tank protector: Protect tanks against nearby small enemies that the tank can't shoot at.

Personal: Small drone with minigun around you for your extra protection.
Other Characters
There are other characters related to the story and all of them are female characters. These female characters will change to Metallic Waves once the battle starts (Step 2).


Examples of good characters (in "Step 1" they look like these concepts)



Examples of good characters in Metallic Wave form (like Hecto, for "Setp 2")






Examples of bad characters (Bosses)



ENEMIES
There are three races of enemies in the game, Striders, Watcher bugs and Cursed knights.
Striders are the mini bosses and enemy spawners. They always stand on high places of the environment and spawn certain amount of Watcher bugs and Cursed Knights every minute. They can deal heavy damage to the player and units while they get stonger over time and spawn more enemies with higher damage and health. Ther are three type of them:


(Concepts):
Repulse (Strider): Burn anybody in a smal circle where they are looking at. Summon giant watcher bugs every minute. High damage, Medium Health but Slow Movement.

Bolt (Strider): Shoot deadly bolts. Summon normal watcher bugs every minute. Medium Damage and Health but Fast Movement.

Lord (Strider): Spawn Bolt and Repulse Striders every minute. They have no movement ability and stay sill.

Whatcher bugs are melee monsters and can deal heavy damage in melee range to the player and units. There are three types of them:
Bug (Watcher Bug): They have low health and deal medium damage. Fast Movement.

Giant (Watcher Bug): Huge monster, have high health and deal medium damage in a wide attack (as they are big). Slow Movement.
Blood Licker (Watcher Bug): Huge monster, they have medium health but deal lethal damage and their only target is the main character. If they reach the player it causes instant death. Medium Movement.



Cursed Knights are Heavily armored enemies. There are two types of them:
Arrow (Cursed Knight): Have explosive crossbow. High Damage and Health but Medium Movement.



Storm (Cursed Knight): Have mini Gun. High Health, Medium Movement and Damage.

Scales
Environment and Level Design
You start the mission from your basement. Then In "Step 1", you need to enter the target building, scan the important points. You can't spawn troops in this stage of the game then if you alert the enemies you will die. If you find any upgrades pick it up and return to the base to equip them and get ready for the next step which is attacking. In "Step 2" you return outside and attack the building from outside where you can spawn your troops and support them to fight against horde of enemies, capturing the area and killing the enemy spawners.
Levels start from small areas with a few units, then medium areas with groups of units and in the end, big ares with army of units.
Every quest requires a minimum amount of Dark Mass to be unlocked. If you dont have enought Dark Mass, then you should farm the previous levels in order to have enough Dark Mass to unlock a new mission.
Every mission has a maximum spawn capacity and the player can only spawn a limited amount of units (in case of having extra Dark Mass).
The player can search the hidden areas of the maps to discover secrets about the story and pick up the upgrades.
There is no indicator on the HUD to show the path in the game. The player should search and mark important objects. The more you mark in "Step 1", the more details you will have on your HUD and mini Map in "Step 2", marking objects like enemies, doors, weak walls, hidden rooms, enemy spawners, enemy turrets and traps.
I wanted to create the Environment something in between Gothic Architecture and an EDM festival. Building always have visualizers that react to the background music
For example when you are fighting, the Environment reacts to the music like this (min 1:25):
Types of the music I consider for the game:
For the Next Step I want to create a Practice Range/Basement and I planned to provide the following contents:
3D files
Textures
Animations
UI and Menus
SFX
VFX
2D assets
Music
Controller Mapping
Camera
Controller Vibration
(More details in Reasearch)