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- Original Concept:
- Sci-fi Ascii-based open world combat/trading simulation game with compelling story
- =====================
- Revised Concept:
- Flip Freelancer on it's head.
- Instead of a Trading mechanics which enhance a combat game, have combat mechanics which enhance a trading game.
- Gameplay loops:
- Overarching Loop: (Progression)
- -explore new area
- -discover port locations & trade routes
- -trade to acquire money
- -fight off bandits/pirates/rivals/monsters/etc.
- -upgrade ship
- -move on to new area
- -(repeat)
- Minute-to-Minute Loop:
- -Interaction with NPC's (exposition/random events/quests/trading/shopping) (30%)
- -Managing Inventory (10%)
- -Navigating ship in space from point A to point B (40%)
- -Combat (20%)
- -(Repeat)
- ======================
- Target Audience:
- -Management Game Fans
- -Sci-fi fans
- -Men between 16 and 40
- Not (necessarily) our audience:
- -Realism/Simulation geeks
- -Non-gamers
- -Hardcore action fans
- -Fantasy buffs
- -Literature buffs
- -Horror/Thriller enthusiasts
- -Romance/Drama fans
- -etc.
- ======================
- What does our audience like?
- -Complex inventory systems
- -Resource management / Flow Rates / Politics
- -Documents/Licensing/Paperwork
- -Show don't tell approach to graphics and storytelling
- -Technical things (diagrams, puzzles, graphics, etc)
- -Puzzles (this may or may not be a good idea)
- -Complex Lore and World building (alien races, galaxies, organizations, etc)
- -Lasers, missiles, etc. (weapons in general)
- -Guns, lots of guns
- -Iconic and unique sound effects
- -Women
- -Comedy/Humor (??? Potentially)
- What does our audience dislike? (not looking for)
- -History & Literature
- -Long dialogues or expositions
- -Drama
- -Chores/Work (this is important)
- -Overly technical user interfaces (see: Chores)
- -Nitty gritty details (see: Chores)
- ======================
- How will these interests fit into our gameplay loop?
- 1. NPC Interaction:
- -Documents/Licensing/Paperwork
- -Politics
- -Puzzles (potentially)
- -Complex Lore
- -Women (???)
- 2. Inventory Management:
- -Complex and layered inventory system
- -Resource management / Flow rates
- -Puzzles (??)
- -Weapons & ammunition
- 3. Ship Navigation:
- -High visual quality (lots of things to look at)
- -Technical things (User interface, graphics look sci-fi)
- -Iconic sounds (thrusters, exploratory music)
- -Resource management (fuel,oxygen,rations)
- 4. Combat:
- -Weapons
- -Lasers/Missiles/Guns
- -Politics
- -Resource Management (ammunition/heat)
- -Iconic sounds (lasers/weapons/explosions, battle music)
- ======================
- What backend game systems will be needed to facilitate this gameplay loop:
- 1. Combat System (Ship)
- 2. Inventory System
- 3. Dialog System
- 4. Store/Trading System
- 5. Navigation System (Ship)
- 6. Navigation System (Foot) (Potentially?)
- 7. Combat System (Foot) (?)
- ======================
- What features will each game system have to achieve best user experience?
- 1. Combat System:
- -Turn based
- -Action-points
- -Line of sight
- -Ship Facing/Orientation
- -Firing Arcs
- etc. etc. etc.
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