Daily Design: Day 26

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;

Brigade, Apocalypse and Handler.

As such, the game I’ve designed today is…

No Tomorrow


No Tomorrow is a real-time strategy roguelike.


Set after an unnamed tragedy has destroyed most life, the player takes the role of the leader of a group of survivors. This group starts out as just a few people, but more can be recruited to your cause as the game progresses.

The game is divided into two sections – base and field. In the base section, the player manages their troops, equipment, facilities and resources, all of which can be gained by successfully completing missions and exploring.

In the field section – as you may have guessed – the player will control their troops and try to complete missions. These range from rescuing survivors to gathering supplies and several other objectives.

The gameplay is fairly typical of an RTS, but with a higher focus on micro-management, as buildings can’t be constructed in the field. Think of Dawn of War 2, in which the player takes control of a squad of characters rather than a whole army.

Each character has a range of special abilities based on their training and equipment, and utilising these is the key to success. For example, one character may be able to throw a smoke grenade which provides cover for another character that can benefit from getting in closer or escaping to a better vantage point. Similarly, a character with thermal goggles could see straight through the smoke and it could be used offensively. When characters die, they’re dead for good, so trying to keep them all alive is a high priority.

What makes No Tomorrow a bit different is that while playing a mission (all of which are randomly generated), there’s a chance that another player will join that same mission (similarly, you never know if a mission you just started already has a player involved). You can choose to work cooperatively and split the supplies, but there’s no guarantee that they won’t betray you to steal your character’s gear or just for a larger supply of the loot.

Finally, but most importantly, your headquarters will also need to be defended. You can invest in defences like barbed wire, turrets and shielded cover, but remember that resources are precious and should be spent wisely. When attacked your soldiers will automatically defend under AI control, but if you’re online at the time you can choose to assume command yourself.

You’ll typically be attacked by NPCs, and assuming you’ve invested in defence you’ll generally be okay. However, you can also be attacked by players who are going to be a much trickier foe. If a player manages to kill your characters or infiltrate your command room inside your headquarters, they’ll be able to steal all of your supplies and equipment. What’s worse is that if your headquarters fall, it’s all over – you’ll need to restart the entire game from scratch.

Players can’t attack your base initially, though. They can only attack your base if you fight them in the field – dealing damage to any of their characters, intentionally or not, results in them locating your base of operations. Thankfully, you can stop them from attacking by eliminating their entire squad before any can reach an evacuation zone located in the field. If you decide to be aggressive, you’ll need to be very aggressive – otherwise you may find yourself on the receiving end.

That’s it! Thanks for reading. I’ll be back tomorrow with another Daily Design. If you have any questions, feel free to comment on this post or head over to the contact page. 


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