Daily Design: Day 298

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;

Killer, Ally and Highlighting.

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

Highlight of Our Lives

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Highlight of Our Lives is a multiplayer murder mystery, in which each player is given a set task that must be carried out in secret for them to win. Of course, at least one of these players is given the secret task of murdering all the others, meaning that players have to watch their backs.

Players can either choose a custom-created character or have one randomly generated from all unlocked cosmetic options, which range from skin colours to hair styles and clothes (and more). This is to ensure that players can’t identify each other on sight, unless one of them is behaving erratically.

When the game begins, each player is given a task that they have to complete in order to win. For example, somebody may be tasked with stealing a folder full of secret information. This means that they’d have to identify where the folder is being held, infiltrate a locked office, break into a safe and then deliver the folder to a select location. All of these are conspicuous and slow actions, which means that players have to time them perfectly to avoid detection from other players – especially the murderer/s.

Another task is to catch or kill the murderer (or just one of them if more than player is selected to be a murderer). And, of course, the murder task itself – if the murderer can kill three other players (or be the last player standing), then they win. There’s always at least one murderer and one detective task assigned, but it can be more than just one of each. For example, there may be one detective and the rest are murderers, or vice versa.

If a player commits a crime and is spotted by an NPC, they’re highlighted for a time for all other players to see. Similarly, players can “accuse” a character, which will highlight them for everyone to see. If the accused isn’t a player, though, then the accuser will be highlighted instead.

In-game, some NPCs will behave erratically to simulate players, which makes it harder to identify which is a player and which is an NPC. It’s a small touch, but one that worked wonderfully for the multiplayer in the Assassin’s Creed series.

The first player to complete their task is declared the winner, and then has to exfiltrate the area for a bonus. All players will earn in-game currency based on their performance, which can be used to unlock cosmetic options. Several “slots” can be used for custom characters to ensure that players can mix up their appearance between rounds.

That’s it! Thanks for reading. Posts will be erratic in size and timing for a while since I’m away from home, but hopefully they’ll still be of a decent length. I’ll be back tomorrow with another quick game concept. 

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