Trying to get my game back on track after several boughs with mental health issues, but have forgotten my High Concept due to forgetting to write it down.
As I am working fully independently, I already know the scope needs to stay small since I have to do everything myself for the most part. Free marketplace assets are going to be a big help, but I will still need to carry most of the workload.
Vague concept is a casual multiplayer survival experience with hunting animals for food, fishing, gathering crops and wild plants, logging, quarrying stone, mining ore, and building homes and stores.
The twist I am looking at is that the main work vehicles being upgradable and customizable Mecha with a focus on a Steampunk setting. This means the upkeep of the player characters and the Mecha as separate objects with different needs, but in game, and in creating the game.
While I have UE4, Blender, and a couple other programs to help, I have gotten very out of practice with all of them. Also, my mental Health only recently become more stable. So, I already expect progress in any area to be slow. To help combat this, I am going to be going more for a low-poly approach to everything, as that should prevent my mind from becoming focused on small details.
While Terraforming would help with gardening, I will have to either keep it limited to certain areas, or not include it at all. However, it is likely that the locations that players can build will also need to be limited to begin with since having the map completely buildable would be impractical at my present skill level. Also, landscape creations will be hard enough without having to worry about players destroying key area and trapping themselves.
Automation of mining and quarrying are likely to be things considered as extras to be added after the main game elements are in place, and story elements are also going to be limited. Probably only real story elements are going to be the ship the player(s) arrived on, and the starting Mecha (only one) that was on the ship.
The starting Mecha is probably only going to have a single arm (likely a spike driver), a torso cab/cockpit, and a tracked base.
Event with all this information, the game concept still feels unfocused in my head.
Hopefully, as the game progresses, the game concept will solidify once again. I guess first is going to be the slow process of building a few essentials for the game, and a map for testing mechanics.
At least with this post, I have the bulk of my ideas in one place, and written down. Also, it’s a place to get feedback on the developing art style.