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SmokingFrog

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Mockup

Posted by SmokingFrog - January 29th, 2018


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.

  • Armor.
  • Helmet.
  • Backpack.

    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.

       


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