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Project: Raiders
Project Started: 15th November, 2010 Last Update: 15th October, 2011
Project Owner: s-m-r Project Members:
Project Type: Single-button; Arcade Action Project Progress:
More Info: n/a Faves: 0

engine basics
Posted 18th Nov 10, by s-m-r  
i've worked out and came up with prototypes for the main screens of the game at this point, and they're working well. here's an explanation of the two main gameplay areas.

--OVERMAP--
this is a larger, game-world space, where the player's ship moves across the world, sailing through the oceans. the player controls basic navigational tasks such as the direction of where their ship is headed. when they impact a possible raid location, a small menu pops up, asking them if they want to visit. if yes, they jump to a village map. if no, they can continue to sail.

--VILLAGE MAP--
this is the more action-oriented segment of the game, where the player moves their raider across the map in search of enemies to defeat and treasures to claim. once all treasures have been picked up, the player can leave the map. this returns them to the overworld map area, to the same point where they jumped to the village map.

TO DO:
here are some basic plans on how i want to proceed, now that i have a general idea about where i want this game to go. detailed below are what i consider the "next steps" for an essential, bare-bones release. extras to add additional gameplay elements will follow.
-time limit: i want to have a time limit on how long the player can sail around and raid stuff. this can best be signified by "supplies" or "rations" or "food and water" on the overmap screen.
-increase time limit: allow the player to salvage more supplies so they can extend their voyage.
-variety of locations: some villages may be more fortified than others. the player will receive notice of this when asked if they want to invade a particular location.
-different enemies: i have stationary "foot soldiers" at this point. i also want to add in enemies that move, as well as enemies that shoot projectiles at the player when the player is close enough.
-complete overmap: i would like the player to be able to visit perhaps a dozen different locations, each with their own maps and enemy/treasure layouts.

have suggestions? please let me know. thanks for reading!

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