Game: Surface
Hello I am looking for feedback for my "design document" for a game called surface. Namely the surface diminishing idea, "partition overloading" and the controls though anything is fine Its a survival game, broken up into rounds in which you playing as a Mech try to survive as long as possible by "maintaining the surface". The surface is floating atop a lava pit, the surface is broken up into a 4*4 grid (which I am calling a partition). Each partition has an energy cube (which keeps the partition afloat).Three type of enemies spawners, drainers and attackers. surface.pdf ### As an aside: We are just finishing up a tictactoe3d game (just waiting for the composer to finish with the sounds) you can see some of the screenshots T3
I dream hard of helping people.
Sounds cool! I didn't see any obvious problems and your doc is very general, so it's hard to comment.
Main question: What encourages you to play on a vanishing partition? That is, why take a risk to be anywhere near one if you know it's about to go?
I would like to see some more original weapons based on the environment. You have the board magnetizing debris, but it might be more fun if this was a function of the player weapon.
I'm not sure how you're going to want to indicate to the player that a partition is almost out of energy. Maybe by translucency? You might also make gameplay out of a disappearing board, maybe giving it expanding gaps the player has to jump over and weave around before it's completely gone.
Is the combat arena going to have any cover?
I didn't see you mention it, but a limited jetpack or jumping capability might be nice. This could help if you're right on the edge of the board.
Main question: What encourages you to play on a vanishing partition? That is, why take a risk to be anywhere near one if you know it's about to go?
I would like to see some more original weapons based on the environment. You have the board magnetizing debris, but it might be more fun if this was a function of the player weapon.
I'm not sure how you're going to want to indicate to the player that a partition is almost out of energy. Maybe by translucency? You might also make gameplay out of a disappearing board, maybe giving it expanding gaps the player has to jump over and weave around before it's completely gone.
Is the combat arena going to have any cover?
I didn't see you mention it, but a limited jetpack or jumping capability might be nice. This could help if you're right on the edge of the board.
--------------------Just waiting for the mothership...
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