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1. Make game structure and main elements to include.

Hello all,

I will make entries per design step. This is the first. Considering it's a WIP, I will add and edit until this part is done and move on to the next. For ease of reference I will note down the dates so I can easily track progress.

4.6.2013, current status: making mechanics for each of the missions.

B) Mission Mechanics:

Investigation Missions:

Ideas:
-Puzzles.
-Big clues/small clues.

To Figure Out:
-What bits/pieces to use for this mission type.
-Type of puzzle.
-Ability tie-in.
-What kind of clues and effect.
-Manipulation effects.

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Here are major parts that I've already brainstormed so far:

A) Game Phases:

1. Strategy/Global Phase:

Several Aspects:

1. Base Management (Upgrade Facilities, Recruit Troops, Deal With Events).
2. Mission Selection (Available Missions, Unlockable Missions, Hidden Missions).
3. Squadron Dynamics (Personal Dialogues, Events, (Squad) Abilities, Upgrades, Etc.)

2. Mission/Scenario Phase:

6 mission types:

1. Investigation (Finding Clues) about Anomalies/Rifts/People/Etc.
2. Fights with other Groups.
3. Exploration of Unknown Space.
4. Specific Events (Personal Events, Sudden Events, Etc.).
5. Save Essence/People/Etc, Close Rifts.
6. Negotiate with other Groups (Diplomacy).

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