Daily Design: Day 265

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;

Outside, Identification and Transient.

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

Out of the Box


Out of the Box is a game about being inside a box, which I’m just realising now is fairly confusing.

Set in a science fiction world, Out of the Box is about an illegal refugee. Being a sci-fi, this means they’re illegal in a gigantic section of space, rather than a country. If they’re identified, they’ll spend the next several years in cryostasis as they’re transported across the universe to where they “belong”. That wouldn’t be too bad but of course, our protagonist is trying to reunite with his or her wayward family, and would much prefer to not spend the rest of their lives frozen solid.

Unfortunately, “border guards” are now equipped with scanners that identify “illegals” immediately. To counteract this, the protagonist has a kind of forcefield around them that stops the scanners from functioning. The only problem is that the cube moves on a set track through space, meaning that our protagonist has to try and keep up.

It’s a top-down flying game, in which the goal is to keep the ship inside of the cube at all times. There’s shooting, but hitting another ship will result in immediate detection (for obvious reasons). Instead, shooting should be used to remove obstacles from the player’s path.

The protagonist can exist outside of the cube, but only for a full second or so before they’re detected. Sometimes this is unavoidable, as the cube will travel straight through a solid object that can’t (or shouldn’t) be destroyed. Players will have to quickly manoeuvre around it to get back inside ASAP.

It’s actually remarkably – and accidentally – similar to yesterday’s Daily Design, in that it’s basically a shmup designed with a focus on movement. Players have to decide when they should and shouldn’t fire and keep an eye on staying in a relatively small area.

Difficulty modes would affect the size of the cube and amount of obstacles, and the game is broken down into several levels.

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


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