TitleGrimma Floodfighters - Open Geodata in a Real-time Strategy Game Concept
ContributorsPaul Hemming, Christiane Kobalt, Laura Marsoner, Simon Giesse
CourseOpen Real Time Games Workshop (IN2331)
SemesterSS 2022
Project Webpagehttps://mediatum.ub.tum.de/download/1662305/1662305.pdf
Virtual Booth

Abstract

The integration of open geospatial data into game engines, even today is still a time-consuming process. Different data formats have to be prepared in several steps. This project shows how open geodata can be usefully integrated into a real-time strategy game for a disaster simulation. The goal of the game is to fight the consequences of a flood and to rescue people. Floodfighter units can place sandbags and build temporary bridges. In addition, boats and emergency vehicles are at their disposal. The city model provides thematic information in real time to the emergency forces. The city model is based on open geodata of the city of Grimma in Saxony. The integration of the geodata in Unity is done via specially developed scripts.

Project Description

Core Mechanic - You have 6 floodfighters, 2 emergency vehicles and 2 boats at your disposal. The goal now is to move through the city and defuse possible dangerous situations (so-called events) and to place sandbags to stop the progress of the water. Some events like the fire can be detected visually but all events have to be found by the Floodfigthers or the boats before they can be dealt with.

Seconday Mechanic - You can always place sandbags anywhere. However, Floodfighter must then also first move to the position and set up. In some events, you must then move a group of civilians to an evacuation zone on the edge of the playable area. For all units, you must choose between two different uses.

- Floodfighters can place sandbags, but are also the only unit that can work events.

- Cars are very fast but you have to decide whether to use your
Floodfighter or the civilians to move first.

- Boats also provide high mobility especially towards the end of the game.
At the same time they are also great for finding events.

Progression - As you take care of all your units, the water rises higher and higher in phases. Over 20 minutes the water increases 4 times until it covers about 80% of the playable area for the last 4 minutes. Each time the water rises, 10 events will be created at random locations in the playable area. Over the course of the game, the complexity increases.

- If you do not perfectly find and work all 10 events per turn
they will accumulate over time

- Boats that have less navigable area at the beginning of the game become much more useful at the end. With cars it is just the opposite.

References: Starcraft

Resources

Video

GimmaFloodfigthersTrailer.mp4

Game Design Document (GDD)