What is this?You control our hero (a knight) in a room/area-based fantasy adventure game with some light RPG elements, killing enemies and proceeding to the next room/area. I have not yet decided on the ultimate goal of the game.
My three targets for the game:
1. Keep the game simple to play.
2. Have replayability.
3. Add features as long as they don't interfere with 1.
The game is currently in development for iOS using Cocos2D framework and I've been developing it on my spare time. Graphics are done by me and I plan to make sounds and music with my Korg Kaossilator.
GameplayCurrently each "room" or area has a number of enemies and when all are killed a key pops up. Collect the key and go to the exit to complete the level. On some occasions a dungeon key may drop so you can enter the dungeons!
How do you kill enemies? That's where the power coins come into play. Power coins spawn on the level randomly and when collected, they charge your power meter (by spelling the word "POWER" on the HUD). Collect 5 coins and you are maxed out and you'll get a bonus or something. Or not. When you have power coins, you can bump into an enemy and the enemy is killed! A kill will cost you 1 coin. If you don't have any coins and collide with an enemy, you will lose a heart. Lose all hearts and it's game over.
The three brown buttons on the HUD have no function yet. They could contain bonus items or items that you could buy between levels that would help you on your journey: projectile weapons, health potions, etc. This would require some sort of currency and I have assets for gold coins but nothing has been decided yet. There could also be a town every five levels or so where there are no enemies but peaceful townsfolk and shops with different services.
Levels are randomized but pre-designed, and there will be lots of them. This should give the player a unique play through every time. Also seasons and probably day/night time will be implemented. No clear idea yet as to how these would affect gameplay (different monsters, different item drops?).
I'd like to have a mission system where you have different things to do/collect each time you play. Collect 10 power coins, kill 10 enemies, complete level with 1 health left, etc. This should give the player a sense of accomplishment and progress when completing these small quests.
Other things: loot, power-ups, bonus items. Loot.
Control methodAs is with many touch screen games, controls can be an issue. I don't really like virtual d-pads so I've designed a simpler control method. The player walks continuously. Tapping on the left part of the screen makes the player turn anti-clockwise and tapping on the right side our hero turns clockwise. If he collides with an object (not an enemy), he will do a turn depending on whether there are objects to his left or right. Best example of a similar movement method is in a game called Chu Chu Rocket for Sega Dreamcast where the mice ran around the level.
FeedbackHere are features that need to be decided on. Please feel free to comment on them if you like.
Different enemies. If all enemies can be killed with 1 power coin, how to differentiate enemy types? Item drops? The reason for 1 touch kill is simplicity: if the player has 2 coins he knows "I can kill two enemies".
Different weapons. Again, if all enemies can be killed with 1 power coin, what's the point of more powerful weapons? Lose power coin only every second kill? The problem I see here again is the "readability" of the game and it's rules (the player has got used to the 1 coin = 1 kill rule).
Armor. Better armor = lose health only every second hit? Again the readability issue of the game. "What I didn't die? Why? Oh yeah that was because I had that better armor..."
XP. Does the game need XP? Should there be experience levels with unlockable perks/items per level?
Currency. Does the game need currency? Gold coins could be scattered around the levels and dropped by enemies. Coins could then be used to buy items, weapons, armor, etc.
Score. On the two screen shots there is a score shown. What I'd like to include in the game is a variety of items (loot), like in Bubble Bobble where the level can be filled with different kind of fruits and sweets for bonus score. But I haven't come up with any other purpose for these items than the score. Maybe this could be a high score based game?
Selectable classes. Currently you play as a knight. However, I was thinking if there should be different selectable classes with different abilities.
Roguelike. Should the game have a roguelike death mechanic? Lose everything?
As you can see there are still many key points to be decided on. Please keep in mind that the game is heavily in development and all features can change. What I would like to get is feedback on anything. Good or bad, let's hear it! Also ideas. If you have fresh ideas for added features I'd appreciate it (keeping in mind my three "design rules"
).
Thank you for reading.