From 27397c24096572ce39143680f9bd5e64a51dc294 Mon Sep 17 00:00:00 2001 From: Thomas Hodnemyr Date: Sat, 17 Sep 2022 18:33:52 +0200 Subject: [PATCH] Added thoughts --- GameDesign/Game Design Notes.txt | 91 ------------------- game_notes/Concept.md | 26 ++++++ .../Roadmap/Path to minimum viability.md | 13 +++ 3 files changed, 39 insertions(+), 91 deletions(-) delete mode 100644 GameDesign/Game Design Notes.txt create mode 100644 game_notes/Concept.md create mode 100644 game_notes/Roadmap/Path to minimum viability.md diff --git a/GameDesign/Game Design Notes.txt b/GameDesign/Game Design Notes.txt deleted file mode 100644 index 3d4ef50..0000000 --- a/GameDesign/Game Design Notes.txt +++ /dev/null @@ -1,91 +0,0 @@ - -****Game Design Notes**** - -Player Experience: - - - -Core Mechanic: - -Base building - -Game Mechanics: - - - -****Game Name**** - - -****Game Theme**** - - - -****Game Features**** -Onion Design - -Identify your core feature and start there and work your way outward where features deacrease in importance. -Write down the most important features of ArgonAssault -1. Base Building: Set up infrastructure to defend against enemies and to grow your base. -2. Enemies: You have to expand into hostile territory, enemies are a constant threat. -3. -4. -5. -6. -7. - -Additional Features to consider: -1. Factions -2. -3. -4. -5. - - -Example -ArgonAssault - -****Game Design Notes**** - -Player Experience: - -Chaos - -Core Mechanic: - -Dodge and shoot - -Game Mechanics: - -Get as far as possible without dying in order to get the highest score possible. Start from beginning when die. - -****Game Name**** -Argon Assault - -****Game Theme**** -You must save your planet, Argon, from destruction by an invading force. - - -****Game Features**** -Onion Design - -Identify your core feature and start there and work your way outward where features deacrease in importance. -Write down the most important features of ArgonAssault -1. Camera Rail: Path through the level that the camera follows. -2. Player Movement: Horizontal and Vertical movement. -3. Shooting: Player shoot bullets which do damage to opponent. -4. Health: Enemies have health that depletes when shot. -5. Enemy Paths: Enemies should travel on paths and be hand placed by the designer. -6. Score: Points are given for killing enemies. -7. Game Loop: Upon dying. player restarts the level. - -Additional Features to consider: -1. Multiple Levels: Finish a level and load the next. -2. Player Shield: When damaged, the player's shield depletes. -3. Pickups: Flying over a shield pickup will increase the player's shields. -4. Momentary Invulnerability: After taking damage, the player cannot take damage again for X time. -5. Weapon Upgrades: Flying over a pickup could increase weapon damage. - - -By using this method you can answer some questions which often come up as you design you game -here are some examples: - - What features should I include in my game? - Where should i start development? - What are my priorities? - What if I run out of time? - When should I stop? - diff --git a/game_notes/Concept.md b/game_notes/Concept.md new file mode 100644 index 0000000..2eb99fb --- /dev/null +++ b/game_notes/Concept.md @@ -0,0 +1,26 @@ +**Synopsis** +Space ship gets damaged in combat and makes an emergiency crash landing in a astroid field +The space ship is unrecoverable, but luckily the reactor is still squeezing out enough power to power life support and the very limited 3d printer. Your task is to bootstrap a new factory and construct a new ship. But be warned, the threat that shot you down assumed your ship is dead. + +_Any activity will begin to draw their attention. + + +**Start of game** +Crashed ship in middle of astroid field. +Ship has enough power to drive a miner and its internal 3d printer. +Use the ships maintinance drones to scavange parts of the ship and construct your first miner drone and task it to start collecting resources. + + + +**Progression** +- Basic Bootstrap: Get a few mining drones and construct a bigger 3d printer outside your ship + Ship computer was damaged so you only have access to limited blueprints. +- Construct drone controll towers to increase the range of drones. +- Construct bigger miners to ramp up yield, phasing out drones, which now can focus on construction/repair/maintainance. +- Mining buildings consume lots of power so you need a new reactor. +- Need more miners to fuel reactors. +- When you have collected enough rare minerals you can construct new computer parts and use those to repair parts of the ship computer that stores blueprints. (Tech Research) +- After a certain amount of activity the enemy starts sending scouts. warning the player it needs to build counter measures. +- Wave based combat determined by activity. High energy output and drilling results in bigger and more frequent waves. + + diff --git a/game_notes/Roadmap/Path to minimum viability.md b/game_notes/Roadmap/Path to minimum viability.md new file mode 100644 index 0000000..db7d5a1 --- /dev/null +++ b/game_notes/Roadmap/Path to minimum viability.md @@ -0,0 +1,13 @@ +BUILDINGS +- Create building base class to have a common interface between all buildings +- Define building colliders +- Set up instantiating prefabs on cursor, with collision detection + +RESOURCES +- Create harvestable_object_base +- Perlin noise random distrobution of resource nodes +- Discuss resource types + +ENERGY SYSTEM +- Define Energy Generation and Energy Consumption +- Energy Transmission