Daily Design: Day 240

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;

Melt, Alien and Timer.

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

Scorcher

hot-sun-backgrounds.jpg

Scorcher is a multiplayer shooter set on a planet with a sun hot enough to instantly torch all life. As such, the population of the planet is forced to live inside caves and underground, except for at night time. The planet also has a night/day cycle of a few minutes, meaning that they can only be above ground for a minute or two every few minutes (and have to get back under before the sun rises).

Because resources are obviously scarce, the population is battling each other, instead of just moving to a less shitty planet. Scorcher is a 6v6 team-based shooter, with a focus on utilising the environment over straight shooting.

Typically, one team is defending some resources while another tries to capture it, like Capture the Flag only with just the one flag. While there’s a traditional rifle as a weapon it does very little damage, and players are better suited to using the environment to achieve victory.

This is because each part of the map can be dug into or blown apart, except for very few reinforced areas (such as in a small vicinity immediately around the “flag”). The idea is that players can blow holes into the ceiling to let in deadly sunlight, or explore the surface at night and drop in from above. Tunnels can be collapsed, and bombs can be planted to cause players to drop to their deaths.

Because of this, most weapons are designed to interact with the environment more than other players directly. One example is a typical remote bomb that can be used either in a classic ambush way, or to collapse a ceiling on top of or out from underneath another player.

Another tool is the mirror, which can be placed and used to redirect sunlight into enemies. Players can use “drill bombs” to quickly explode the ground underneath them, which can be used to tunnel to safety or drop into the room with resources.

The idea, basically, is to have a shooter in which players interact with the environment more than the enemies, though how they interact with the environment depends on player action. There’s a lot of opportunity for different levels in terms of layout and type (a hazard from below, for example, such as lava) and each gadget could function differently in different circumstances.

That’s it! Thanks for reading. Possibly a little vague at the end, but I hope you get the idea. I’ll be back tomorrow with another quick game concept. 

 

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