6. Game Systems
This section is currently a draft, and is subject to change. |
This chapter describes DGA's game systems, some of which players interact with directly, but others reside solely within the Game’s model of the world.
6.1. Game Narrative
DGA's game narrative is outlined as follows:
DGA is set in a world of military technology and armed conflicts, where the player turns into a military commander who takes control over a weapon unit and has to find a proper way with it through battles — or die, i.e. quit the Game. No less, but no more. The Game doesn’t seek to make the player learn the military history, or memorise the characteristics of different weapons, or master tactical skills, or make money from the player. All this stuff matters, but, as at war, they all serve the one purpose: to help the player to know oneself to overcome oneself to subdue the enemy. That is the art of war.
DGA’s gameplay guides the player through the course of military service of the commander who rises from a young commander to experienced one and then to distinguished one. The Game arranges real-world environments and stages of the commander’s career around the main area: the battlefield, where the player’s character shall gain an edge over the enemy.
As the battles go on, the commander grows in experience, achievements, capabilities, and rises in ranks as well. Now communication and collaboration, tactical teamwork, group training, leadership skills, strategic vision come on the scene. Strong, effective leadership is underpinned by trust among players. Altogether, these qualities foster team camaraderie and embrace players into the Game’s community.
6.2. Main Game Systems
In the DGA Game the player interacts with the following main game systems.
Visible main systems with which the player interacts directly are as detailed below:
-
User Mode System
-
Garage System
-
Technology Tree System
-
Weapon Type System
-
Country System
-
Weapon Unit System
-
Crew System
-
Battle Mode System
-
Battle Type System
-
Battle System
-
Team Coordination System
-
Combat Experience System
-
Cash System
-
Team Communication System
-
Teaming System
-
Training System
-
Barracks System
-
Pause-Menu System.
Invisible main systems, which reside within the game world hiddenly, are as detailed below:
-
Anti-Cheating System
-
Matchmaking System
-
Projectile Impact System
-
Battlefield System
-
Mob System.
6.3. Interactivity
In the DGA Game the player deals with the following forms of interaction.
Visible forms of interaction, which the player uses directly, are as detailed below:
-
Loading Screen with Progress Bar
-
Main Menu
-
Options Menu
-
Singleplayer Menu
-
Multiplayer Menu
-
Edit Server Parameters Menu
-
Garage View
-
Technology Tree View
-
Weapon Type Selection Menu
-
Country Selection Menu
-
Weapon Unit Selection Menu
-
Crew Selection Menu
-
Barracks View
-
Crew Recruitment Menu
-
Crew Training Menu
-
Battle Mode Selection Menu
-
Battle Type Selection Menu
-
Battle View
-
Weapon Selection Menu
-
Ammunition Selection Menu
-
Battle Aiming Mode Selection Menu
-
Battle Signal View
-
Battle Score Menu
-
Weapon Unit Upgrade Menu
-
Weapon Unit Custom Menu
-
Crew Custom Menu
-
Cash Budgeting View
-
Buy Menu
-
Team Communication Menu
-
Teaming View
-
Pause Menu
-
Statistics Window
-
Report Bugs Menu
-
Give Feedback Menu
-
Player Reporting Menu.
Invisible forms of interaction (typed, gestural, mouse-based, etc.), which are not visible on the screen, are as detailed below:
-
Weapon Unit Movement Control
-
Weapons Control
-
Struggle Aiming Mode
-
Sniper Aiming Mode
-
Grazing Aiming Mode
-
Overhead Sight
-
Grazing Sight
-
Auto-Aiming Feature.
Want to help? Learn how to contribute to FLEISSF DGA Docs