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itchydani3l

Game Design (Space Trucker)

Feb 24th, 2020
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  1. Original Concept:
  2. Sci-fi Ascii-based open world combat/trading simulation game with compelling story
  3.  
  4. =====================
  5.  
  6. Revised Concept:
  7.  
  8. Flip Freelancer on it's head.
  9. Instead of a Trading mechanics which enhance a combat game, have combat mechanics which enhance a trading game.
  10.  
  11. Gameplay loops:
  12.  
  13. Overarching Loop: (Progression)
  14. -explore new area
  15. -discover port locations & trade routes
  16. -trade to acquire money
  17. -fight off bandits/pirates/rivals/monsters/etc.
  18. -upgrade ship
  19. -move on to new area
  20. -(repeat)
  21.  
  22. Minute-to-Minute Loop:
  23. -Interaction with NPC's (exposition/random events/quests/trading/shopping) (30%)
  24. -Managing Inventory (10%)
  25. -Navigating ship in space from point A to point B (40%)
  26. -Combat (20%)
  27. -(Repeat)
  28.  
  29. ======================
  30.  
  31. Target Audience:
  32. -Management Game Fans
  33. -Sci-fi fans
  34. -Men between 16 and 40
  35.  
  36. Not (necessarily) our audience:
  37. -Realism/Simulation geeks
  38. -Non-gamers
  39. -Hardcore action fans
  40. -Fantasy buffs
  41. -Literature buffs
  42. -Horror/Thriller enthusiasts
  43. -Romance/Drama fans
  44. -etc.
  45.  
  46. ======================
  47.  
  48. What does our audience like?
  49.  
  50. -Complex inventory systems
  51. -Resource management / Flow Rates / Politics
  52. -Documents/Licensing/Paperwork
  53. -Show don't tell approach to graphics and storytelling
  54. -Technical things (diagrams, puzzles, graphics, etc)
  55. -Puzzles (this may or may not be a good idea)
  56. -Complex Lore and World building (alien races, galaxies, organizations, etc)
  57. -Lasers, missiles, etc. (weapons in general)
  58. -Guns, lots of guns
  59. -Iconic and unique sound effects
  60. -Women
  61. -Comedy/Humor (??? Potentially)
  62.  
  63.  
  64. What does our audience dislike? (not looking for)
  65.  
  66. -History & Literature
  67. -Long dialogues or expositions
  68. -Drama
  69. -Chores/Work (this is important)
  70. -Overly technical user interfaces (see: Chores)
  71. -Nitty gritty details (see: Chores)
  72.  
  73. ======================
  74.  
  75. How will these interests fit into our gameplay loop?
  76.  
  77. 1. NPC Interaction:
  78. -Documents/Licensing/Paperwork
  79. -Politics
  80. -Puzzles (potentially)
  81. -Complex Lore
  82. -Women (???)
  83.  
  84. 2. Inventory Management:
  85. -Complex and layered inventory system
  86. -Resource management / Flow rates
  87. -Puzzles (??)
  88. -Weapons & ammunition
  89.  
  90. 3. Ship Navigation:
  91. -High visual quality (lots of things to look at)
  92. -Technical things (User interface, graphics look sci-fi)
  93. -Iconic sounds (thrusters, exploratory music)
  94. -Resource management (fuel,oxygen,rations)
  95.  
  96. 4. Combat:
  97. -Weapons
  98. -Lasers/Missiles/Guns
  99. -Politics
  100. -Resource Management (ammunition/heat)
  101. -Iconic sounds (lasers/weapons/explosions, battle music)
  102.  
  103. ======================
  104.  
  105. What backend game systems will be needed to facilitate this gameplay loop:
  106.  
  107. 1. Combat System (Ship)
  108. 2. Inventory System
  109. 3. Dialog System
  110. 4. Store/Trading System
  111. 5. Navigation System (Ship)
  112. 6. Navigation System (Foot) (Potentially?)
  113. 7. Combat System (Foot) (?)
  114.  
  115. ======================
  116.  
  117. What features will each game system have to achieve best user experience?
  118.  
  119. 1. Combat System:
  120. -Turn based
  121. -Action-points
  122. -Line of sight
  123. -Ship Facing/Orientation
  124. -Firing Arcs
  125.  
  126. etc. etc. etc.
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