Robogeddon

MQP Team:

  • Riley Brown
  • Sean Crepeau
  • Karl Gibson
  • Adam Pastorello
  • Philip Tang
  • Ian Williams

Advisors:

  • Joseph Beck
  • Jennifer DeWinter
  • Joseph Farbrook

In many modern role-playing-games (RPGs), such as World of Warcraft or Rift, players take on the role of a single protagonist, valiantly fending off the overwhelming enemy hordes, manipulated by some sinister mastermind. Robogeddon makes players feel like the mastermind of the hordes from popular RPGs. They are cast into the role of a determined, single-minded entity possessing seemingly endless armies set on the path of destruction. This entity takes the form of a digital construct, a highly “evolved” form of modern-day artificial intelligence, such as the state machines, which control most RPG enemies. This futuristic computer program can dispense orders to subordinate programs, down a chain of command to a robotic army, much like how the shadowy antagonists of many RPGs command their minions.

Robogeddon is a “casual” real-time-strategy game, meant to entice new players and diminish the steep learning curve that is often associated with the genre, while still providing the classic feel and “fun factor.” Many of the mechanical tasks, such as gathering resources and constructing units, are delegated to artificial intelligence, so the player may focus instead on high-level strategy, instead of performing virtual chores. The player controls his units by issuing general directives to his lieutenant robots, who direct their underlings accordingly. This eases the strain on players to strategize while carefully controlling their units in battle, both of which are taxing on a player in a time-sensitive situation. Furthermore, this synthesizes with the feeling of being a leader of an organization of individuals, rather than the string-puller of mindless puppets.

In Robogeddon, the player must relate to and feel invested in his units, and must have fun playing as their leader. The visual artistic style attempts to create attachment between the player and his units. The robots were modeled and animated to resemble humans in both form and also in behavior, as some robots idly twiddle their thumbs, or catch their “breath” when they come to rest. Sound, however, plays a large role in creating an appropriate mood of cold, uncaring, inhuman determination. The player’s machine army produces nothing but beeps and mechanical noises, whereas the human adversaries produce violent screams and cries when destroyed, and emotional comments when in combat. The player should maintain affection for his troops, but still capture the feeling of being a malignant overlord of destruction Learn more… 

 
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