Devlog #0 - Core Game Concepts


Welcome to Devlog #0!

I've decided to dedicate this to giving a run down of the core concepts of the game and its loop.

If I had to break my game down to three main components, it would be: Characters, Maps, Game Modes, Achievements. I will breakdown each individually and it will make sense how they connect, though I suspect the overall concept is self explanatory.

Characters

The player will be able to choose a variety of different characters to play - all with their own unique play styles.

There are several components to a character that make it what it is: PersonalityGuns/WeaponsActive Abilities, and Passive Abilities.

Personality

I really want to put a major emphasis on this aspect of the character because I want them all to feel unique.

Very similar to games such as League of Legends, Overwatch, and even fighting games, I want the player to feel like the character they are playing is beyond just its weapon and abilities.

I want to accomplish this by first establishing what I want its niche personality to be. From there, I will then build out the rest of the character.

I feel like this will help differentiate the characters and allow players to identify with them.

Guns/Weapons

The players main source of damage will be the two weapons they have. They'll have abilities and such, but the weapons are the consistent source of damage and often times the only source. 

I plan on the characters mostly have guns, but I do want to leave it open to potentially have melee weapons or others things. However, the first character I am making will being using guns, so that is all I'll worry about for now.

All guns will have their base stats and can be upgraded within the game, which is something I'll go more into depth when I talk about the game modes.

Active/Passive Abilities

Each character will have three abilities that they can use on command(off cooldown) and five passive abilities. 

These abilities will establish the characters gameplay during combat, something that you will be doing all the time.

Just like weapons, these can also be upgraded within the game.

Customization

This feature is somewhat of a long term idea, but it's something that I will keep in mind through development and will set it up as I go.

One major aspect of the game is that the player get rewards from playing the game and using that to customize a character.

Maps

Maps are areas that the player will enter to and play the game.

Each map can be broken up to several components: ThemeEnemies, and Bosses.

Theme

Much like the characters, I want maps to have their own identity. It's important that each map feels unique, so it all starts with finding some niche theme latch on to and go from there. 

Enemies and Bosses

Each map will have three common enemies and three bosses. Common enemies are what the player will see most of the time and the player can trigger an event to spawn bosses.

The goal is to have three enemies that synergies to provide a challenge for the player. I want the boss to be a separate experience from common enemies to spice up the gameplay and make it feel more dynamic.

Game Modes

There will be various game modes to choose from that will provide different experiences.

Each map will have all of the game modes, so that there is even more variety within each map.

As of right now there are two game modes I have in mind, but ideally there will be many more long term. For now I will just focus on one.

Achievements

Just like any other achievement system, the player can complete challenges just to add another reason for the player to keep playing.

Once I add more characters and maps, the player will also be able to unlock them by completing these achievements.

Achievements will likely be broken down into several types: Characters, Maps, Game Modes.

Conclusion

Welp, this is basically the game. I want a lot of content, but I also want to keep the game simple enough that it's understand the loop.

Something I did not mention is that I want the player to have to unlock some characters and maps. It's something that I'm not concerned with right now because I'm really just focusing on having two characters, one map with three common enemies + one boss, and one game mode. In the long run though, unlocking these things will be the game.

In my next devlog, I will now beginning show what exactly I have done thus far. This includes three common enemies and a character with two weapons. See ya there!

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