Added thoughts

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Thomas Hodnemyr 2022-09-17 18:33:52 +02:00
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****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?

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game_notes/Concept.md Normal file
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**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.

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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