Game Concept:
4-block puzzle (tetris clone) with multiplayer component. Spice things up with in-app purchase effect and items
Game Mechanic:
Easy. Tetris.
With more effect like send a row of random blocks to opponent. A bomb to clear part of the screen, etc.
Fun Factor:
RPG-style advancement. Keep winning to collect XP and earn more gold. Use gold to buy one-time item. Use XP to upgrade skills.
Leaderboard/Ladder system for competitive player.
Live streaming game for audience to enjoy.
Chatroom, of course.
Sticker system for more immerse chat environment.
Art direction:
Just a block. Maybe 3d-feel blocks.
Business model:
Free to play with in-app purchase.
Pay to win kind of game
Wednesday, January 28, 2015
Sunday, January 25, 2015
Game design #1: War Simulation Game
Title: Real-time War Simulation Game (Tentative)
Game Concept:
Manage your soldier in the army in war period setting. Each soldier will have individual stats and progress.
Game Mechanics:
Game Concept:
Manage your soldier in the army in war period setting. Each soldier will have individual stats and progress.
Game Mechanics:
- Real-time game
- Each soldier will wander around camp aimlessly
- Point and click on soldier to select him.
- After you clicked there will be popup window to show commands.
- Click to select commands (Basic: Move, Attack, Report, Task)
- There will be no stats window you need to command soldier to report you your status. For example, the amount of your ration needs to be report by ration officer (with some intelligent)
- Basically, they will be anarchy at first (with no one do anything)
- You need to setup your command protocol (who report you what)
- You can setup commanding officer to delegate some mundanes task (setup ration distribution)
- Each soldier will get hungry as time passed.
- If soldier is not fed he will lose hp (health point) and stamina.
- Each soldier action consumes stamina point.
- You can buy more food, sword, arrow and bows.
- You can buy horse.
- You can farm for more food but you will need to assign people to it (less people to become soldier to defend and attack)
Fun Factor:
Managing hell of fun. Networked game attack each other.
Art direction:
Can be low-poly or high end graphics (up to artists)
Business Model:
1. Pay to play ($1.99 - $6.99 up to quality)
2. Free to play - Networked game with hundreds of players on the same big open world. In-app purchase for more gold and food,
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