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99 lines
5.8 KiB
Markdown
99 lines
5.8 KiB
Markdown
# Till
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settings:
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scifi/space - factions with small fleets and cities/outposts in space
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scifi/shipcommander - focus on one ship (few additional ships possible)
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- rpg, command of one bigger capital ship, with small frigates/cruisers as additional ships, setting a bit mad max style, post-apocalypse in space, damaged, rigged ships, nothing is build new, everything is salvaged or made from scrap
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- different fighting styles: pure weaponry - long rage (sniping), short range (brawling), medium (balanced), crowd control (jamming, decoys), support (healing (but out of combat), refueling, rearming, recrewing), buffs/debuffing (increased sensor range, better sensors)
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but fighting is more dependant on upgrades, and a few meaningful decisions (maneuvers, target selection) one does not aim or control the ship directly
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in one fighting encounter parts of a ship can be damaged (for example the engine), after that the captain of the losing ship can retreat, the winner gets the destroyed part of the loser, when every part is destroyed one dies.
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- map is a solar system, 2d, viewed from the solar north
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- planets and ships move with orbital mechanics
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- fog of war, a big focus is finding the other ships, getting to places where they were reveals possible flight paths
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- upgrades at certain space stations (weapon space station, armor space station, propulsion space station), if enemies are at a space station they can attack you
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- wide gameplay, more smaller ships with limit (5), tall gameplay one ship but good
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- economy/progression: salvaging, exploration and fighting small NPCs with chance of finding gear (damaged) that is partly functional and that can be made 100% useful at the space stations
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killing the npcs like in warcraft 3
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- goal: destroying the other ship captains ship (lore: someone has payed you to do so), gametime is limited by the amount of scrap, every captain can lose his capital ship
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scifi/ground based
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- underground warfare (inspiration: lego mining sets; flash game motherload) based in tunnels, maybe wildwest style, small companies fighting over resources
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- map is 2d, with up/down, left/right
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- economy is mining/industry based with base building, upgrading resource buildings and defenses, mining outposts can be be build which allow more resources to be gathered, but transport vehicles can be attacked (mad max style feeling but underground with scifi)
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- action/warfare small number of units with direct attacks (lasers, guns, sabotage), indirect attacks (collapsing tunnels, dropping stalactites, explosives/mines, flooding with water or lava)
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- movement: tunnels fast movement, but tunnels need build time; digging is slower but allows free movement, obstacles in the world limit movement/digging of tunnels (hard rocks, lava lakes, underground lakes)
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- goal: destruction of the enemy base
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- downtime: digging tunnels, upgrading resources and vehicles
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- wide gameplay: more outposts, maybe more but weaker vehicles | + more map control | + faster expansion | - easier to attack (every outpost is weaker, small number of vehicles are limiting) |
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- tall gameplay: fewer harder to attack outposts and vehicles
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strategy game
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- gameplay like in risk/supremacy/axis&allies/aftertheday
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- sectors can be captured and must be secured which takes time
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- sectors grant resources and manpower
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- possible settings: insect war, steampunk, scifi (robots/factorio)
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- important feature: building infrastructure and destroying enemy infrastructure (roads, pipelines, canals, railways)
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- connecting and holding certain sectors gives a boost/bonus to production of resources or units
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- unit counts high (100-1000 units per army)
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- goal: destroying enemy hq
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- movement faster along infrastructure
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- 2d map, but no grid
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- warfare: rock/paper/scissor type units
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- tall empire: better but fewer infrastructure, wide empire vice versa
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- downtime: building infrastructure, unit movement
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# Alf
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## Setting: DND
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Kleine Spieleranzahl (etwa 1-4). Reines PVE. Storylastig.
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- Replayability durch randomization
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## Setting: WC3 monster trainer
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## Setting: Ballerburg
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Playercount can be low to high. At the beginning only near range enemies. Striking distance increases with time/players eliminated.
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Fits into the game time restriction.
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Skill tree for replayability,
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Make make it a tower defense with leaflet map api
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## Setting: Legion TD
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Round based tower defense.
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# Fabi
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## Spaceship progression game
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* A player ...
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* controls a single spaceship (in special cases multiple spaceships (2-4))
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* travels to friendly planets/spacestations to buy/sell/trade resources
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* travels to friendly planets/asteroids to gather resources
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* upgrades his spaceship by buying parts/upgrades
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* travels to enemy planets/spacestations/asteroids to capture them
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* Players play together ...
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* by combining perks/abilities/roles
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* by sharing resources
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* Players play against eachother ...
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* by fighting them
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* in order to steal resources/power over a planet/spacestation
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* Planets/Spacestations/Asteroids/Spaceships travel along realistic orbits
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* -> Dynamic Map Layout
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* Requires strategic placement of player ships, but not in traditional 2d space but in orbits (now you're thinking in orbits)
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* Fighting ...
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* involves: spotting, targeting, damage dealing
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* should take at least 1 min from spotting to damage dealing
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* should not always result in the loss of a spaceship
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* damaged spaceships should have the options to flee from the fight
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* Progression involves ...
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* upgrading your ship
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* mining equipment / cargo capacity / weapons
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* increasing your reputation by NPC factions
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* by capturing stations/planets in their name
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* by trading with them
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* A match is won ...
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* if all enemy players are destroyed
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* or, reputation by all factions is above certain threshold |