Archive | October 2016

Daily Design: Day 305

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;

One, Sheer and Squash.

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

Defenestration Day

image.jpegDefenestration Day is a single-player tower defence in which players defend a high-rise building by throwing people out of windows and at their enemies.

The citizens of the tower can be upgraded in a myriad of ways – for example, some can be well-fed which increases their size, whereas gassy residents can explode for a poison effect when they land.

Other fairly standard tower defence rules apply. Enemies that close the gap will start dealing damage to the structure, and the player loses if this structure is destroyed.

Players can upgrade their building for more defence, upgrade the field for slowing and damage dealing effects and so on. No matter what, though, their primary offensive weapon is the ability to throw people.

Finally, I think I should mention that it’s clearly a game that could offend a large number of people. It has clear imagery in common with real-life disasters from all over the world, so I think a completely unrealistic art style would be a huge benefit.

But, essentially, this is something that I don’t see myself ever making, largely for that reason. Controversy can help to make a game – just look the game Hatred, which was so ordinary it wouldn’t have had any press coverage at all if not for the controversy it sparked.

Still, in keeping with the nature of the blog, I went with the first idea I thought of given the words.

That’s it! Thanks for reading. I wrote this one on my phone yet again, so I’m worry if there are any formatting issues. I’ll be back tomorrow with another quick game concept. 

Daily Design: Day 304

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, Audience and Communication.

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

Stage Director

image.jpeg

Stage Director is a game in which players control the audience prompter of a popular TV show, directing them to laugh, cheer, cry and so on.

The show will play by itself, though at certain events will ask for some player input. Here’s where the player decides how the audience should react – with shock, laughter, applause and so on.

The audience’s reaction will determine how the show continues to play out from that point. For example, if the audience laughs when a major character is killed, more characters will begin to die (and in increasingly ridiculous ways). If the audience instead gasped, then the show would start focusing on high tension moments.

Because input isn locked to particular moments, the show works off what is essentially a large flowchart. I imagine that the game would only feasibly have one “show”, as it could potentially change in several ways.

Theres also no traditional win-state or scoring system. Players could share their story or unlock scenes for later viewing, but it’s basically a game about changing the story and seeing how it plays out.

So, it may then be a system that’s missing a key piece, or something that would be at home as a smaller part of a large design.

Thats it! Thanks for reading. I wrote this one on my phone again, so I’m sorry if there are any strange formatting issues. I’ll be back tomorrow with another quick game concept! 

Daily Design: Day 303

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;

Toad, Bet and Stupidity.

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

Frog Prince

image

Frog Prince is a game about kissing frogs and hoping that they turn into a prince, rather than transmitting some kind of STD.

Players take turns kissing frogs, and the winner is whoever manages to kiss the most princes before the pond is cleaned of frogs. There’s initially no way to know which are toads and which are princes – players simply have to guess.

However, each player also begins with $100. By spending $100, players can be given the identity of one prince-frog, and can kiss it at their leisure.

Players can opt to instead bet this money. When a player goes to kiss a frog, players can decide to gamble as much money as they want (in multiples of 10) and will double their money if the toad turns out to be a prince. This allows players to gamble their way to lots of money, which in turn means learning which frogs to kiss.

Its a useful feature with a few applications – firstly, it gives players something interesting to do even when it’s not their turn. Secondly, it allows for all sorts of strategic plays in what is otherwise a luck-based game; when you use your money to reveal a prince, every player is notified (though they’re not told which the prince is).

This allows players to manipulate the game by revealing a prince and the  missing it on purpose in the hopes that other players will gamble a lot of money on it. Finally, all money that’s gambled unsuccessfully goes to the player doing the kissing. Money spent on revealing frogs is simply removed from the game.

That’s it! Thanks for reading. I typed this one up on my phone, so I’m sorry if there are any formatting errors. I’ll be back tomorrow with another quick game concept. 

 

 

Daily Design: Day 302

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;

Sunlight, Guarding and Satisfaction. 

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

Sunlight Slaughter

image

Sunlight Slaughter is a game about defending your castle from vampires with the incredibly awesome power of the sun (and the fairly awesome power of conventional weaponry).

It’s a side scrolling tower defence in which players direct their solar-powered laser to disintegrate vampires. Every vampire killed earns the player some in-game gold which can be spent on upgrades for the castle or the laser, or to buy troops that will passively defend the castle (as in, without any input from the player).

Vampires come in several shapes and sizes. Some can fly, some are faster but weaker, some are tough and slow, etc. Others may passively buff nearby enemies, or cause special effects when destroyed.

Its a fairly conventional idea, made way more amazing with the addition of vampires.

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

Daily Design: Day 301

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;

Subtlety, Cooling and Witness.

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

Heating UpNinja.jpg

Heating Up is a game about fire ninjas, which is the coolest thing I’ve written.

Players take the role of a fire ninja (obviously) who is tasked with several different missions, ranging from infiltration to assassination and everything in between (which I guess is stealing and not much else).

It’s a side-scrolling stealth game, like Mark of the Ninja. Players can see enemies fields of vision and the range at which noise travels. Players can also complete every mission non-lethally, including assassination – just like in Dishonored, there are non-lethal ways to dispose of targets.

Players can use their fire powers in a number of ways. Firstly, they can control fire (I know, the twists keep coming) – though, they can’t create it. This means that players have to manipulate fire found in the environment, or create it with some tools and a bit of ingenuity.

Fire can be used to blind enemies, create or close paths or simply to kill guards. When the power is activated,  players can move fire freely around the stage for a set distance away from its origin point.

Players can also use their power to “Overheat”, which lets them move quickly and silently at the cost of being brightly lit.

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

Daily Design: Day 300

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;

Scientist, Crisp and Incentive.

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

Insolation Fraud

NASAMagnifyingGLass.jpg

Insolation Fraud is a game about harnessing the natural power of the sun for profit, like if the political far-right and far-left finally learned to work together.

It’s a 2D (side-on) puzzle game, where the player has to use the sun to burn specific things for the insurance money. You may recognise the sun as being very hard to control, which is why the protagonist has launched a satellite with a gigantic magnifying glass, the costs of which almost certainly won’t be covered by any kind of insurance scam but shut the hell up.

The player can move the magnifying glass left and right to determine where the sun ray will be fired. The goal is to hit specific objects that are outlined at the beginning of each level and nothing else. Rather than simply dragging his or her stuff outside, the protagonist has decided to use a series of mirrors to reflect the sun ray to where it needs to go.

This means that the player decides where to fire the ray initially and then positions mirrors around the level so that it hits everything they need to hit. You know those awful light/mirror puzzles in games, especially the Zelda series? This is that. Entirely that.

That’s it! Thanks for reading. Posts will be a bit inconsistent (though still daily) while I’m out of state for another week or so. I’ll be back tomorrow with another quick game concept. 

Daily Design: Day 299

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;

Hook, Cast and Bubble.

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

Hook, Line and Bubble.

image

Hook, Line and Bubble is a game about catching fish with bubbles, which are both less cruel and more hilarious than hooks. It’s ostensibly a 2D game entirely about catching fish, like Ridiculous Fishing but without all the fun and originality (maybe some of the fun).

Players control a large bubble that begins to sink underwater, and it can be called back up at any time. Fish that are caught inside the bubble will become stuck unless the bubble shifts significantly, meaning that players have to hover over a fish for some time to get it stuck, then ensure they don’t move too quickly or hit anything else on the way out.

Fish that are successfully brought to the surface earn money for the player, which can be spent on bubble upgrades like size, durability and speed. The basic gameplay loop is to catch fish to buy upgrades to dive deeper to get better fish and so on.

That’s it! Thanks for reading. I typed this up on the floor with an iPad, so if there are any errors, chalk it up to that (and definitely not me). The quality will continue to shift a bit while I’m away for another week or so. I’ll be back tomorrow with another quick game concept!