Daily Design: Day 66

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;

Hurting, Climate and Frequency.

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

Global Warning

GW (1187).jpg

Global Warning is a single-player adventure game in which a large portion of the world has instantly frozen overnight, and strange creatures stalk the streets of the newly-iced cities. The player is tasked with reaching the center of the frozen continent and discovering the reason for all of this.

The main character was caught in the initial freezing, meaning that they’re totally unprepared. The first course of order is to set up a safe and warm headquarters, which serves as a base of operations for the rest of the game. From there, it’s their job to survive, rally survivors and discover the source of this strange new winter.

In a lot of ways, Global Warning plays as a rogue-like action/adventure game. Set in third-person with an over-the-shoulder camera, the idea is a kind of AAA graphical powerhouse game, like Tomb Raider or Metal Gear (imagining games like this is a lot easier than making them).

While I use the term “rogue-like”, the fact is that death isn’t permanent. If your character “dies”, they either faint or are knocked unconcious before being rescued and dragged back to HQ at a heavy cost to resources, including everything you happen to be carrying (even your equipped gear).

The goal is to strike out at the wasteland and set up outposts, which can then be used to revive and restock on subsequent trips. Outposts can be captured by clearing the monsters out of them, then filled with resources until they’re completed. Submitting more resources at once adds a bonus, but is also riskier; for example, you may need to submit 100 resources to capture an outpost, but you have 20 on hand. You could submit 20 for a 50% of 10, or wait until you have 50 for a bonus of 25. The problem is that if (when) you die, you drop all the resources you’re carrying.

Hypothermia is the leading cause of death, and can be staved off in various ways. While outside your headquarters, your character is constantly losing body temperature and if it reaches a certain point will begin to generate adverse affects, eventually leading to death. It can be avoided in various ways – crafting or finding warmer clothes, starting and staying near fires and staying indoors.

Clothes and cover only slow the cold, rather than stopping it entirely. Starting a fire and staying it near it will restore heat, but also attract monsters – similarly, monsters tend to spend most of their time inside buildings rather than on the streets.

When resources or gear is discovered, players have the choice to either grab it on the spot or set up a radio beacon. A radio beacon will call out some allies to collect the item and bring it back to HQ, making it available for subsequent runs but not for the one you’re currently on. This is the long-term option, and is best used if the run is going poorly or you find an item you don’t immediately need.

That’s it! Thanks for reading. I’ll be back again tomorrow with another basic game concept. 



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