Daily Design: Day 272

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;

Command, Spreading and Hurry.

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

Ft. Creep

Deerfire_high_res_edit.jpg

Ft. Creep is a multiplayer RTS about warring elemental factions, such as Fire and Ice. These factions build their power through the land itself, and as such will try to conquer as much surface area as possible.

This is the central game mechanic that separates Ft. Creep from other, similar games. Rather than having gold mines or farms for resources, players will have to “grow” their element from the starting position. The more surface area of the map they cover, the more “Power” they generate, which allows them to build new structures and troops.

For example, the Fire faction will try their best to burn the land, leaving embers and ash in their wake that will build more Power. Power is the only resource in the game and is used to construct buildings and further elemental progress.

The elements are progressed by building structures, which will spread the element from where they’re built (like the titular creep from Starcraft). Importantly, the elements will diminish if cut off entirely from the base.

In other words, players can attack towards the back of the elements to cut off everything else, which will cause it to diminish. Players have to focus on spreading as much element as possible while ensuring they don’t spread their defences too thin.

The idea of the game is to make the economy aggressive. I find that in too many RTS games, the economy simply isn’t engaging or fun. I think that making it a key part of the bulk of the game – warfare – is an interesting way to tie systems together and make them more interesting.

Otherwise, the game is a fairly traditional RTS. There are structures to train troops, ones for upgrades and so on. Despite the factions being elemental, they aren’t granted innate benefits against each other – in other words, the Fire faction receives no advantage against the Frost faction.

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

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