Working Title: project_LEAF
Genres: Action (40%), Adventure (40%), Role-Playing (20%)
High Concept: Fast-paced mech combat with extensive exploration elements.
In project_LEAF, players control a Link Enhanced Armor Frame (LEAF) as they explore a deep, interconnected world. During their travels, players will encounter enemies and may have to engage in combat to proceed. As players explore and defeat enemies they acquire parts that may be used to customize their gear. The goal is to make the LEAF strong enough to defeat the final boss lying at the heart of the world.
Not much of a story at this point. It’s the basic nameless warrior goes to fight big bad archetype. I’m thinking of developing the story of each area as I design them.
- Fast-paced action - project_LEAF’s combat system simplifies the micromanagement and complicated controls prevalent in other mech games so that players can focus on the action.
- Exploration - A lot of popular mech games (MechWarrior, Hawken, Armored Core) are mission-based with arena-style gameplay. I want to turn away from this and explore the adventure genre instead.
- Build ANY gun you want - All guns are built by modifying parameters of a single gun archetype using weapon parts. Want to make a shotgun? Add +5 shot burst to your gun. Add +50 firing rate to turn it into a shotgun-SMG.
Dark Souls - Level design, interconnected areas, nonlinear area progression, hidden secrets, etc.
Mech games in general - Mechanics, genre
Where I’m at right now:
I just finished the basic implementation of gameplay mechanics. Still using placeholder assets and primitives. I’m currently working on implementing a basic HUD. From there, I’m going to try to implement the customization system. My priority list is as follows: get mechanics working, get game systems (inventory, equipment, customization, etc) working, add content (levels, enemies, art, sound), polish.
If anyone’s interested in trying out my current build, let me know. I’ll post a link or something.