The Original Idea of Project Tesla

What if you were the mysterious genius, master of lightning, Nikola Tesla? What would you do to with your inspirations and talents for inventions? Would you be able to realise Tesla’s dream of world wireless power transmission, death ray and even more…as a different Tesla?

Theme: You as a possible Tesla

Genre: Point-and-click/tap-and-drag (touchscreen) graphic/puzzle adventure, alternative history simulation, RPG

Narrative: A narrator narrates while the player plays in first person perspective; the story is in a chorological order with multiple endings

Core gameplay: The player plays Tesla in his view (with his acute sense of hearing and sight), from his early career on.

  1. Role-playing: Put in the historical scenarios, the player may either follow the indicated path of Tesla or make different choices to alternate the history in critical events such as the decision of charging for his AC generator patent.
  2. Career simulation: The player has to raise and manage funds for invention projects in which the player also need to balance time and energy between work and social activities.
  3. Inventing: The player collect inspirations (represented by graphic symbols) from daily life through puzzles (ref. Myst, Machinarium) and then assembly them in a certain logic way to create a new invention. This process takes time can energy.
  4. Key variables: fund, time and energy

 

Game Pitch: Ludic Sketch-Seconds Count

Seconds Count (Inspired by JFK Reloaded and 10 ^ 16 to 1)

Seconds Count Design Sketch 1Seconds Count Design Sketch 2Seconds Count Design Sketch 3

Seconds Count Design Sketch 4

High Concept

Transformation

From JFK Reload, a historical simulation “game”,

Through Sci-Fi transformation inspired by 10 ^ 16 to 1,

To Seconds Count, an alternative/future history and co-op/competitive action game.

Genre and Platform

The game is a multiplayer first person “shooter” (Less intense FPS + motion sensing mini games).

It is about assassin and counter-assassin (Competition between roles of assassin and counter-assassin while cooperation among roles of counter-assassin).

The gameplay requires unique individual interface that is only available on Wii U.

Target Market

The target market includes mixed hard-core and casual gamers and so-called “mid-core gamers“.

Key Features

Sci-Fi Settings

The Sci-Fi settings come from the question: What are the motives of the assassinations? Imagine that when time travel becomes applicable, secret organisations invest in assassinations. Are they time crimes or true justice?

Introduce two rival factions: The Assassins & the Time Defenders.

The game consists of Operation Scenes of both real historical events and fictional history/future events, each lasting about 2-5 minutes.

Asymmetric Gameplay

The gaming experience varies according to the player’s role:

The Assassins The Time Defenders
Goal To assassinate the target To neutralise the assassination AND subdue the Assassin
Control Wii U GamePad Wii Remote / Nunchuk /

Wii U Pro Controller

 

 

Diverse Roles

The Assassins (1 player) The Time Defenders (1-4 player(s))
        Assassin (H)         Sensor (C)
        Protector (C)
        Interceptor (C)
        Enforcer (H)

(H) More Hardcore Role

(C) More Casual Role

The absent roles will be filled by AI

Seconds Count

The game runs on the concept of “seconds count”. To prevent an assassination, the Time Defenders developed a technology that can detect critical events by 5 seconds at most in advance. Thus they have an Operation Window of 5 seconds to take requisite measures before the Assassination Point occurs.

Presentation

Graphics & Audio

The graphics are in cartoonish style in order to ease the violence.

The audio includes scene themed music (e.g. 1960’s American music in JFK’s scene) and Sci-Fi sound effects (e.g. sound effects of future weapons).

GUI

The GUI differentiates on Wii U GamePad and split screens on TV.

Gameplay—An Instance

Phase 1

After operation briefs from their own HQs, two teams start time travel to the operation scene. In this stage, two teams are invisible to each other and the world of the scene.

The Assassin has 2-5 minutes (in this scene, just 2 minutes) to choose the assassination spot, prepare the weapon, evasion/self-protection equipment and plan the evasion action.

Meanwhile, the Time Defenders should determine the ideal defense positions, just before the Assassin pulls the trigger.

Phase 2

The Assassin acts. When the trigger is pulled, the Assassination Point (AP) is created. Although the Assassin takes action now, the Sensor can automatically detect this action by 5 seconds in advance in the same timeline. Thus this forms a turn-based-like mechanism. By now, the Assassin’s all actions are unknown to the Time Defenders.

Phase 3

The Sensor acts. The player should identify the Assassin and the details of the attack (e.g. weapon types, direction, etc.) quickly according to the visuals, sounds and his unique sensor screen and then use the Wii Remote to point out and mark the Assassin on the sensor screen to make him visible to all team members. Finally, the player sends signals to other team members about all the information he has got (through party/voice chat etc.). Suppose it costs the Sensor 1 second to complete all the actions above.

The Assassin, in the meantime, should act out evasion procedures to travel back to the HQ. Suppose it costs the Assassin 1 second to complete this action.

Phase 4

Other Time Defenders act simultaneously. Now the AP will occur in 4 seconds (the Sensor spent 1 second in his action) they have at most 5 seconds (4 seconds of Operation Window + 1 second of the Assassin’s time for evasion) to do everything to accomplish the goal.

The Protector plays mini games (e.g. picture matching), to choose the right protection measures accodring to the Assassin’s weapon type (e.g. force shield for kinetic weapons) and deploy them.

The Interceptor intercepts the incoming “bullet” (can be energy beams or any other weapons) at the AP by acting out the right moves (e.g. slash the bullet from the opposite direction) in the bullet time with the Wii Remote/ Nunchuk.

The Enforcer tries to apprehend or take down the Assassin either before or after the AP and before the Assassin successfully evades. (Note that subduing the Assassin before the AP will prevent the AP but the Protector and the Interceptor will not get more Scores and Credits form their actions.)

Time UP!

The Assassin wins if the target is successfully assassinated.

The Time Defenders win if the assassination is neutralised AND the Assassin is subdued.

Players can view the statistics of their actions in the game and replay the game scene.

Scores and Credits are rewarded according to the specific role and actions.

Irrelevant actions (e.g. killing commoners) will lower Score and Credits.

Credits can be spent on various equipment and items.

PDF: Seconds Count Design Sketch

PPTX: Seconds Count Pitch

Character Sketch-Kongphan, the man who has no face

Character Sketch – The Man Who Has No Face

Name Kongphan (known as the man who has no face)  Kongphan
Age Around 20
Gender Male
Character type Hero/Protagonist/Dynamic
Biography Kongphan, whose name then was unknown, used to be the young almighty God of Black dwelling in the heaven sphere. His elder brother, the God of White, somehow went through a drastic change of mind and cast him out of heaven for a secret reason in the constant war against the inferno sphere. When he fell to the earth sphere, his being of ego was split into several lesser beings together with his personalities and virtues, scatter across the earth and other worlds. Being only one of the shards, he lost almost all of his divine powers and became a mortal. With both the perplexity and vow of vengeance burning in his heart, Kongphan embarked on a journey for convalescence (rehabilitation) beyond and the answer to the fate of him and his brother.
Appearance Before fall: Pure being of black and maybe seen in humanoid shape

After fall: A young man about 1.73m high wearing a black thick robe with his face always concealed in the shade of the hood.

Personality Being mortal, Kongphan appears to be cold and indifferent, but he has a warm heart hidden deeply. He never says too much and always chooses to act on his own. He prefers solitude but also yearns for friendship and others’ affections. In a mortal way, he is truly a perfectionist and a romanticist.
Relationship Like pillars in a temple, he is the central one. Befriending with his other lesser beings, he then gets closer to his wholeness.
Combat style Depending on the player’s choice, Kongphan will vary in his profession, but always remain in a dark-oriented combat style.
Abilities Kongphan is initially deprived of his divine powers. As he convalesces and gets complements from his companions, he will rediscover his lost powers of black and darkness, varying according to his determined profession(s).