hi all,
im simon, a 27 years old gamer from nanjing. recently i quit my former job as a spanish translator and started to draw the basic structure of a game ive been wanted to play for some time. i have no knowledge on programming, so right now only working on writing and design.
the ideal is, an unforgiving 2D post-apocalyptic single-player survival game on PC, aiming a steam release. might need 3-4 programmers, 1 artist and 1-2 musician at the moment. below i will fill up with a quick look of the basic game concept:
1. BACKGROUND
the world has been merged into one perfect united utopia society where human being could have lived happily and peacefully forever, yet somehow the old world nuclear weapon has been triggered and human has been hiding in underground facilities, supplied by the merely sustained utopia institute, for centuries, until now, when the nuclear winter is about to end.
the supply line was somehow interrupted, so you and your shelter mates decide to explore the unknown facilities and even the under-sky world in order to survive.
2. COMBAT
2.1. processing in a randomly generated xcom-like map with limited interaction with the environment;
2.2. its turn based;
2.3. weapon: melee/throw & range & explosive. the weapon has "condition" status and "durability" status, reflex its efficiency. every character will be able to carry one or more weapons at the same time depending on weather the weapon has "suitable-for-carrying-mod" or not;
2.4. vision: as impotent as the weapon, having a sniper looking at you will be a bad experience;
2.5. action point: depending on the character's build, the more the better;
2.6.
3. CHARACTER BUILD
3.1. characters wont be able to level up, their status only be shown to the play by their mental & physical traits. the mental traits shows if the character is stable or not, and the physical traits shows his/her balance/strength/reflection;
3.2. traits will be generated randomly when the character is generated, and their is a chance to casually gain/loss traits in certain circumstance, some traits even unlock battle skills;
3.3. hidden traits;
3.4. learning: some skills like coding/gunsmith need the character to learn systematically, reading a instruction book will be the best way, after studying a skill, its instruction wont be consume, and they shall be classified as dumb, average, smart, talented;
3.5. when a character dies, he/she dies.
4. SHELTER MANAGEMENT
4.1. food/water/power: in the early game the remaining utopia institute will keep supply the player;
4.2. shelter room can be expanded if you have the right tool or machine;
4.3. the character has personal needs, make your shelter a human-friendly space will more likely give them good traits.
5. CRAFT
tools, weapons, and even machine can be craft if your characters have the skill, tools and components.
6. END GAME
different choices or encounters lead to different end game, for now i have four different ending in mind, and im still grinding them though, might still add or remove.
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>>DEVELOP PLAN<<
2>3>4>1>6>5 (to refer the basic game concept part in above)
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a game won't shows up in one's dream if he hasn't play it for tons of hours, not like a girl, that sometimes only takes you one gaze at her smile yet the moment has been last forever. if you happened to like the ideal of game, here might just be your stop, please PM me or leave a comment.
have a nice day!
ioci
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