Gameplay v1: Limited unit number married with choice and level-based gameplay. Progress through levels via "Angry Birds" style. Currency or resource allows you to add or upgrade units. Fight off hallucinations and baddies. Missions throughout the game vary toward the ultimate goal to cure the insanity. Creates a "good guy" appeal for the player. See INSANITY CONCEPT ART.
Concern: Needs to come across as a real-time strategy game. No great ideas on how it make it multiplayer, so we instead opted toward a single player which makes programming more simplistic.
Additional details:
- Avoid medically correct items, and instead add more fun options
- Healers and other units don't require micro control -- preset unit groups
- Tap a group, direct its location
- Abilities pop up while selected
- Number of unit groups and abilities attached are not set in stone
- Units are constantly moving instead of sitting stagnant
Image one: Level where you can upgrade units and have the option to place towers. Gives the opportunity to add a building element. You have a set amount of time to defend the tower.
Suggestions: Make the units the same, but make them subversions of the type. "Machismo character" being the melee unit, "conscience" is the healing character, etc. Units could be parts of your anatomy, e.g. eyeballs, hands, and whatnot.
Gameplay v2: Ground and flag color changes according to who controls the point, or if it's a contested zone. You choose which point you spawn your minions from and where they rally after arrival. The two sides are either fighting over an empty brain or you create a dynamic between the player and the hallucinations. The game is still real-time, not turn-based, but you're constantly trying to control areas similar to Risk. As you own a large section, you get bonuses instead of having another resource type available. See COBBLE GRAPHICS.
Suggestions: Art includes viewing at least a portion of the units' bodies. Good guys don't have to look like good guys -- If you think Tim Burton style, the doctors or other "good" units could be creepy.
As a team we seem to prefer the second version of gameplay, with Risk-like features, and will likely be using that concept in the third iteration.
ReplyDelete