I got one of those game idea that kept floating since ~ 1 year and now I came to the point were I want to realize it.
Basic concept
Expand is an abstract RTS where players struggle to gain control of the biggest surface. It is played on a rectangle map with a limited space (size of the screen, no scrolling). When the game starts each player already control a small area of the map. Players can place buildings only within the area they control. New buildings expand the control zone around themselves, allowing the player to place more buildings, and so on.
Neighboring friendly buildings connects to each other creating links that they can use to exchange packets (resource/attacker/...). At a given time, only one packet can pass through a link (limited throughput). This can be pictured as a mathematical graph with nodes and edges. One problem the player has to solve is to optimize the resource flow within the graph to grow as fast as possible. Neighboring enemy buildings also connects to each other, the resulting link can be used to attack the opponent's graph (by sending 'attack packets'). Inspired partially from Creeper World.
Buildings
I identified 4 types of buildings mostly inspired from games like Settlers and Anno.
- Generator: generates resources
- Transformer: transforms resources into other resources types
- Consumer: uses resources to generate effects (expand control zone, send attacker to opponent, ...). They can be though as a Transformer expect that their output is not a resource.
- Accumulator: accumulates resources (so buildings are not blocked waiting on a free Transformer/Consumer).
Buildings can be updated and destroyed.
Resources
There are 3 basic resources:- Green: To build and repair buildings.
- Blue: To expand the area of control, defend, and slow down opponent's flow.
- Red: To attack the opponent and speed up the flow.
A Transformer can mix 2 basic resource to create a secondary resources. For example mixing red and green will result in a yellow resource. There might be tertiary colors as well. A path finder algorithm is used to distribute resources among the buildings. The decision of which building will receive a given resource is a function of the building need (a value that increase over time until the buidling receive the needed resource) and the distance.
Platform
The primary targeted platform will be iPad (and any other touch devices) so I can make extensive use of multi-touches. Although I'm not locked to it and might imagine one day having it on PC/browser if feasible (game control wise). This is going to be a 2 player game. Playable against AI or against human on the same device. The idea is to play it like a board game, iPad on the table and players facing each other. Updates might bring 3-4 players mode and network play later.
Feedback
First of all, is this somehow understandable or am I looking alienish? What is your overall though on this concept? Would you like to play such game?
Here are the points I'm trying to address now. Help there would be very appreciated as it seems that I'm blocked now. I guess I need a fresh look at it.
1) Theme
Although this is an abstract game, it still needs a theme. I came up with two:
- sci-fi: The map is the memory, each building is a program. Program takes memory and communicates through messages. This will be a 'squarish' design with Tron-like effects.
- biologic: each building is a cell, resources are proteins. Each cell needs a free space to live. This will be a 'roundish' design more abstract than the sci-fi theme. But also more "peacful".
2) Map
I'm poor at level design and this weakness shows off here. I think there should be resources points on the map. But I do not know how to implement it:
- Generic resources spread on the map and colored generators. For example a red generator will transform gather the resource and output a red resource.
- Red/Green/Blue resources spread on the map and generic generators.
- No resource points at all.
3) Competition
How to make the game exciting from begin to end? More control area -> More buildings -> more control area -> win faster. It looks like a dangerous circle that might remove the fun. I think this is the biggest issue. How to balance this? I would like a game that is simple to understand, hard to master.
I'm fully open to critism, suggestions and ideas.
Thanks for reading my wall of text!