Daily Design: Day 185

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

Forest, Perpetual and Doom.

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

The Great Game


The Great Game is a multiplayer horror/action game about being shot in the back and/or face.

Think of it as Hunger Games lite- a kind of “arcadey” shooter in which 2-12 players are dumped in to a forest and forced to fight for survival. It’s a first-person game, with both melee and ranged combat. Characters are extremely fragile, and healing is difficult, so avoiding combat is usually the safest option. Of course, killing an opponent allows you to take all of their gear, which can be game changing.

Gear is scattered randomly throughout the procedurally generated forest, though it’s generally very rare. Every in-game morning a loot box is dropped into the world and denoted with a large, obvious smoke trail, making it a hotspot for player activity – though a potentially useful one.

Unlike most Hunger Game / Battle Royale sort of games, The Great Game features no hunger mechanics. However, players can still gather herbs and plants to craft healing items, though they tend to work slowly over time rather than immediately. The idea is that if a player is injured but survives combat they have to decide whether they should spend time healing or continue to scavenge or hunt (players).

There’s also no “time limit”, as such. Instead, there are a couple of mechanics at play to ensure each match doesn’t go on for too long. Firstly, the entire map is surrounded by a kind of mist which deals heavy damage over time for anybody inside it. This mist slowly pushes inwards until it surrounds a small area at the center, forcing players to enter it (and fight) or to simply die in the mist.

Secondly, player characters that have died will be resurrected as “Hunters”. These are kind of like super-zombies that exist solely to hunt for other players. They’re NPCs, meaning that the original player doesn’t control them. This is partly because they can safely exist in the mist, but also because they can only be trapped, not outright killed. By crafting special traps, players can hold off Hunters for a time, but nothing can completely kill them.

They can be slowed down by typical means, such as shooting them, but Hunters develop an immunity to whatever killed them initially. So if a player is shot, the Hunter that spawns will be immune to most forms of ranged combat, denoted by it’s unique appearance. A player that drowns may become an aquatic Hunter, attacking players that enter the water.

This can also be manipulated to some degree. Corpses can be dragged and dropped, which allows players to customise the Hunter that spawns to some degree. If they set the body alight, for example, it will eventually become a flaming Hunter that sets fire to whatever it touches. They can also drop it into a patch of water to create an aquatic Hunter, or simply throw the body off a cliff to put some distance between them and the Hunter that will spawn.

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



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