Action Adventure Game

Likely to start in February.

// Development plans

The game consist of 3 elements, (part 1) air combat, (part 2) ground combat and (part 3) missions. Air and ground combat are very similar to each other, and missions mostly consists out of air and ground combat, but can also be something completly new and different. First I will tackle air combat, part 1, starting with the infantry combat. Meanwhile I will experiment with game dev. to find fun elements.


# PART 1: AIR COMBAT

Air combat consist out of fighting in infantry mode (A) and dogfight mode (B).

  • A : Infantry mode is at the core a simple aim and fire game, with a character standing on the ship fighting against hostiles. I will at my own mechanics and ideas to it, to make it interesting.
  • B : Dogfight mode is where you fly the ship and try to take out hostile with it and hostiles try to fight you.

 


# PART 2: GROUND COMBAT

Not working on right now, this will have quite some similarities to air combat..


# Part 3: MISSIONS

Defiantly not right now, but expect a mix of ground combat, air combat & special missions...


# EXPERIMENTS

Ideas I could be experimenting with here and there, whenever a time opportunity arrives. These ideas might end up changing the plan, if a fun mechanic forms out of these experimentations ^_^. This is different then stretch goals, for those are elements I actually want in the next prototype version, these below are just "maybe if it works, then yes", so don't think too much of it.

  • Control
    • Ground vehicle
    • Ocean vehicle
  • Action moment
    • Grab and hold onto moving objects like containers when they slide
  • Construction of game & level
    • Vehicle is made out of parts and can break apart in chunks
    • Serious big level to explore, whitebox it, see what it feels like qua flow
  • Hazards
    • Fire that spreads on ship
    • Fog & clouds actually obscure vision for player, crew and hostile crew, making aiming worse or not at al
    • Explosions actually push the ship (and people and stuff) away from the explosion a bit
    • Turbulence
  • Character
    • Picking up and dropping stuff, like picking up a box or a shield
    • Looting from bodies or ground