Kahlo Gameplay Rules

Premise:

Two opposing teams compete to light their respective pyre by lighting their torches in the middle of playing field and successfully reaching their own pyre without having their torch extinguished by an opponent.

Setup:

The game is played in a large valley, roughly 1k x 1k in size (TBD). The playfield is made up of trenches, buttes, pillars, steppes, and caves.

The two teams (5-15 players per team) are outfitted with equipment suitable for this desert environment and a torch

Gameplay:

Players race from their starting position either to acquire flame from one of the sources near the center of the playing field or to stop the opposing team from returning a flame to their pyre.

Player’s abilities

- Walking/Running
- Turning Fast/Slow
- Jumping (TBD 5ft, 10ft, 20ft) (effected by wind?)

- High Jump
- Long Jump
- Dropoff (small cliffs/ledges)

- “Baseball Slide” (or a roll)
- Duck
- Crouch Walk
- Strafe Left/Right
- Downhill Slide

Playfield attributes: TBD

- Retractable bridges
- Lifts
- “stepped” for platform jumping
- Slick areas
- Wind “controllers”

Skills:

- Knowledge of playing field
- Ability to smoothly navigate changes in height (jumping)
- Ability to slide smoothly under a barrier
- Ability to use environment to advantage (bridges, lifts, etc)
- Anticipate actions of opposing flame carrier and intercept them to steal their flame
- Ability to avoid opponents when you have a flame

General Rules of play:

· The game begins with both teams on their respective sides of the playing field (perhaps in some type of staging gate like horseracing) and the fire sources scattered near the middle of the field.

· The player navigates the playing field by running, jumping, using lifts, falling, etc.

· The player may pick up one flame at a time from a source.

o There may be several different colors of flame (TBD)

o His goal is then to return the flame to his pyre

o While carrying flame you may move slightly slower (TBD)

o You may still jump/Slide, etc when carrying flame

· A player may steal another players flame by moving into close (5ft) proximity to it (and perhaps hitting an action button). The flame will jump to the nearby torch. The “loser” must then:

o Return to base?

o No penalty?

o Wait 10 seconds to move?

o Find a “recharge source” before he can grab flame again?

· Player contact without flame does nothing (they bump to the extent plasma can handle it)

· A player can extinguish their own flame by moving into a “windy area” or extinguish an opponents flame (in lieu of stealing it) by using an environmental tool (wind scoop, funnel, whatever)

· When one team puts enough flame (predetermined) in their pyre they win and the game is over. The pyres will grow throughout the game to give a sense of a team’s “score.”

Non-graphic Issues:

- Smooth running/jumping control. Lateral movement. Control with mouse/gamepad/keyboard
- Entering and leaving a game at any time
- Ending and beginning a game “in Parable” as opposed to setup screens
- Framerate (really?)
- Size of field, speed of players
- Low gravity? Technology

Field layout for optimum fun. Platforms, levers, switches, tunnels, tubes, trampolines, etc.