Diode Arena pitch deck
By Ward Dehairs, September 1, 2023
What follows is a pitch deck for Diode Arena, which was originally made for GDBay
![Diode Arena cover image](/assets/images/projects/diode/diodearenacover.png)
The idea of Diode Arena
Design, build and pilot vehicles with wildly varying movement abilities and weapons, then use them in online cross-platform PvP matches. Earn cash and unlock the tech tree to get new parts, build better, faster, stronger vehicles and advance through the tiers.
- Vehicle construction & online combat, in the style of FPS
- For PC, future console ports are possible.
- Premium game, entry price of around $15
- Additional monetization in the future, cosmetic items and bonuses (without direct gameplay advantages)
- Nearly ready for first release, with ongoing development planned as players come
- Made with Unity game engine.
- Makes use of Photon Fusion networking and Playfab
Inspiration
![Robocraft cover image](/assets/images/projects/diode/robocraft.jpg)
The main source of inspiration is Robocraft:
A game based on the same concept: build vehicles, fight online matches. Robocraft was very popular in 2015 but has since then lLost a lot of audience due to questionable design decisions; many people want to relive the experience of 2015 RC. Additional problems existed in the game back then such as a shallow competitive aspect, bugs and exploits.
Game pillars
- Diode Arena is designed to provides a competitive experience that is easy to learn but difficult to master, making it attractive as an e-sport
- The game is built around a relatively unique concept combining creativity with skill. This is bolstered by its unique art-style and title
- Provides the positive sides of an old school Robocraft experience that many players are still looking for
Core game and meta game
The game consists of 2 main loops: building and combat.
After losing a match the player has to assess;
Was there a problem in their build? -> Update the build, then continue
Did they make mistakes in the action? -> Continue with the same build
Players acquire freemium currency and vouchers, they use these to unlock new tech, buy more parts and progress through the game.
Builds are split into 6 different ‘tiers’, which act like weight classes. Game modes are linked to tiers to prevent spreading the player base too thinly
Game mechanics
Builder
![Builder](/assets/images/projects/diode/builder.jpg)
Cosmetics and skins (monetization)
![Skin shop](/assets/images/projects/diode/skinshop.jpg)
![Bot showing Deutschland pride](/assets/images/projects/diode/deutschland.png)
Part shop
![Part shop](/assets/images/projects/diode/partshop.jpg)
Offline practice
![Plane](/assets/images/projects/diode/plane.png)
![Rail](/assets/images/projects/diode/rail.png)
Online combat
![Map](/assets/images/projects/diode/map1.png)
![Screenshot of basic bot](/assets/images/projects/diode/screen1.png)
![Online scoreboard](/assets/images/projects/diode/score1.png)
Art
![Tron legacy insipired reference 1](/assets/images/projects/diode/tronref1.jpg)
![Tron legacy insipired reference 2](/assets/images/projects/diode/tronref2.jpg)
Timeline
In development since June of 2022 (nearly 1 and a half years)
Most tricky-to-implement features are ready. Only remaining features critical to release: game backend (Playfab) and some additional maps and visuals, this will take 10-30 working days for our current team
Budget should support a 3-man dev team for a year, so at least $100.000, BUT! We need marketing to create a player base and sustain a primarily online game!
Game is set to release on Kontrol, new game platform being developed by Aquatik Studios
![Diode development timeline](/assets/images/projects/diode/timeline.png)