I+D - GAME FEATURES MOCKUP
Altought the very first intention is to test the overall production, the real reason behind is to ask the GameDev community a lot of things, such as:
- Can it be programmed?,
- Which engine is better?,
- etc.
Depending their counselling and advices, I will able to stablish limitations in relation with the intended game features.
LIST OF FEATURES
1) Multi Layered Sprites:
GOAL:Reflect the crafting concept
The sprite is divided in 3 main layers, or spirtesheets, representing the equipement of the player.
Each spritesheet contains 5 types of "gear level", wich refers also to the maximum number, or capacity, of tier for improvement:
- 0 - None
- 1 - Improvised gear.
- 2 - Light gear.
- 3 - Medium gear.
- 4 - Heavy gear
Each item will be programed to show their "level of complexity" animation withouth changing the spritesheet:
![3995539_151795919482_A1H4B3---RUNIN.gif]()
2) Full immersion:
No Hud, only Inventory.
Interacting with it will be at real time, therefore the player has to be wise.
(I will post a pic here).
3) Inventory and Dynamic physics
-The inventory has a space limitation. Althought it is only enlarged with Backpacks, for administration sake, there are a lot of containers that can stack items.
-However there is a carry weight limit. The more weight, worse ergonomic in movements.
In order to simplify this mechanic, there will be 3 states:
- Light: <50%. Player can perform all basic movements (Run, Sprint, Jump).
- Heavy: >50% Player can't sprint, and jump performance is reduced.
- Stuck: >100% Player can't run, sprint nor jump. A red exclamation sign will show up above the player.
Althought throwing deadWeight is the common solution, Player can use Gadgets to boost the Weight limit.
4) Crafting
There will be 3 types of items:
-
MAT: (Materials) Fragments of Wood, Cooper, Iron, Steel, and Titanium.
-
OBJ: (Objects) Gears, Pipes, Boxes, Can, Pan, Sewer covers, Wrench, etc. Some of them can be crafted.
-
RCP (Recipe) Crafted ITEMS from MAT and OBJ.
Player can experiment but bad combinations results in trash. Althught it can be "recycled" (recovering >50% of materials), to avoid this, the player can search or buy recipes (usefull just as a guide).
The characteristics of the Crafted Items may vary according to the "Quality" of the materials used in the recipe. Every Item holds a Numerical value (hidden to the Player). The QUALITY VALUE of an Item is determined by the sum of the parts:
- 100 Qv = I
- 200 Qv = II
- 300 Qv = III
- 400 Qv = IV
Each Category represent a feature trend and determinate the level of customization:
-
I - IMPROVISED: Lighter features. 1 Level of Customization.
-
II - LIGTHER features: 2 Level of Customization
-
III - MEDIUM features: 3 Level of Customization
-
IV - HEAVY features: 4 Level of Customization
Each level adds:
- 3 Traits, (Passive features) only one of them can be improved and unlocks the Gadget.
- 1 Gadget (Active features) it also unlocks the next tier of modifications.
![3995539_151828171383_INV---UPG1---EXAMPLE.png]()
The TRAITS develop the basic stats of each Item equiped, therefore the overall stats of the character.
The better level of upgrade, the better attributes but more expensive* (as this game has a barter economy based in rarity of item, it can be expensive in some zones, and cheaper in others.)
-
Res: Resistance = HitPoints.
-
Dmg: Damage.
-
Wgt: Weight (Only numeric, no specific measure).
-
Rch: Reach of attack (Melee is fixed at 100%).
The GADGETS are the Hability or Power of the Character. Player must first research a gadget, and then install it in order to use it Althought there is no limit when researching Gadgets, there is an installing limitation up to 3 max.
The philosphy behind this is that the more gadgets a character has,
the better prepared to overcome challenges.
Gadget installation is administratded from the body Stats of the inventory.