Design
Topic:
The game will be based on my earlier unfinished game. It is based on games like Galcon or Phage Wars but has more node types and mechanics.
Visual:
I imagine a black void with simple geometric shapes, as shown in the attached screenshot. However, I would like to polish it using simple animations and particle effects, maybe even a bloom post-process effect. There are going to be hundreds of entities, so I strive for clarity.
Main game loop:
Main Menu (shows main buttons) -> Campaign Screen or Random Level Setup
Campaign Screen (shows levels) -> Level (or back)
Click on a level to view its details: level map, number of stars acquired, and time necessary to get another star.
Random Level Setup (setup a procedurally generated game) -> Level (or back)
Level (gameplay here) -> Back
The level consists of nodes connected by oriented edges. Each node can be one of many types and it can belong to some player or be neutral. Up to one of the players is the real human player, the others are AIs with various personalities.
The most basic node type produces units. These are small circles that the player can command towards nodes. The player can capture other nodes or upgrade their nodes. When two units belonging to opposing players collide, they annihilate. The units also attack nearby enemy units when idle.
Controls (PC/Android):
scroll/pinch - zoom
drag or WASD/drag - pan around the map
double-click/double-tap a node - send nearby units to upgrade this node
triple-click/triple-tap - send all units here
click and hold/tap and hold - based on the press duration, select the desired amount of units to send here
Requirements:
R1 - PC (and WebGL?) and Android
R2 - sfxr.me, freesound, for music I might make it or steal on freesound or something
R3 - Should be
R4 - I hope to have real gameplay play out in the menu background, but as far as UI goes, it won't be complex (is that a problem?)
R5 - I'll see, I'll definitely tween everything, but I'm not sure what other plugins to use yet
R6 - I'll need to make a level editor
R7 - ok
R8 - ok
(C4 - slightly)
C6 - I hope to use DOTS since I'll be dealing with 100s (or 1000s) of units
A1 - save only campaign progress
A3 - yes
A4 - procedurally generated levels
(A10 - if necessary)
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