Daily Design: Day 71

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;

Trigger, Depth and Screaming.

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

Terminal Velocity

Hard_Boiled_Chow_Yun_Fat_Midair_Shooting.jpg

Terminal Velocity is a single-player first person shooter in which the player is always falling.

The game is broken into several small levels in which the player has to hit their targets before they hit the ground. While a level is “completed” by killing all enemies, optional targets can be hit to change the course of the game, aided by a branching level structure.

For example, shooting out support beams may cause a net to drop and allow you to land safely, making the subsequent level completely different from the one you’d unlock if you didn’t hit all the targets. This is a simple form of optional levels, and any unlocked levels can be replayed at any time.

Levels are also ranked based on accuracy and how many targets you hit, with certain levels locked until the player has attained enough high ranks.

It’s essentially a level-based shooter that eschews movement in lieu of 360 degree shooting angles. When targets can come from literally any direction, finding targets becomes the highest priority by far, meaning that the art style would likely be heavily stylized in order to make target silhouettes as obvious as possible.

That’s it! Just a quick one today, but the idea feels solid and easy to develop, so I may even revisit this one or prototype a level some time soon. Thanks for reading! I’ll be back again tomorrow with another quick game concept.

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