5.2 KiB
Genre
Prior discussion
But, in a nutshell, if you can imagine a roguelike game where the upgrade system is built on zachtronics logic, and the gameplay is akin to a X survivors/20 minutes till dawn
bullet heaven/roguelike
Premise
Prior discussion
Your character is a moving turret in survivors type games
I want to do a fall from the top to the bottom and climb to the top and out sort of thing The setting is already future dystopia
Premise spitballing
Final Premise
Setting
- Cyberpunk-esque
- Dystopian future
- Fight club in the future
Vague Plot Outline
The player has a dystopian 1984-esque, job, you start to 'think different', you get kicked out of your house, you discover something hidden/evil, you get kicked down to 'the gulag'. As you progress, you get better and better. Ending should be brutal/bittersweet.
The player gets knocked down to the "under city", the older city that's been built over. The first layers are a combination of older/garbage tech, scrapped together from trash and leftovers. As you get higher, the tech/quality improves.
You escape the gray and murk, and you go to the green place. Associate green with classical music
Opposition
Corrupt Government/gangs/corrupted system and status quo
Fallout 4-esque bad guys. multiple orgs that exist because of the world, not one evil entity
Progression
Not levels, arenas, sort of. Very large arena. Complete fighting to progress to next arena.
Aesthetic
Prior Discussion> Iso
3d in a fixed iso-ish camera
The artstyle would be pretty much Cloudpunk/Transistor with our own twists
It's unapologetically cyberpunk themed With all the flavor that comes with that
Since we're doing a futuristic dystopian thing with skyscrapers above clouds and murky grey I thought, man, wouldn't it be cool if this was kinda like bladerunner with necromunda tones
To where, at a certain point in the game, you're dropped to the pre-city, which is old as balls And people still live there and use a bunch of garbage old world
POV
Isometric top down, bouncy, dynamic camera
Art Style
Very pixellated - k9 Voxel/pixellated Cyberpunk
- What other games have a style that we can take inspiration from?
- Transistor
- Cloudpunk
Music
Prior Discussion
I need you to sit down and absorb yourself into the world of darksynth
I had this idea where the soundtrack across the game as a whole gets a little bit more acoustic and classical to represent the escape from techno dystopia
- Ping k9 for music talk
- Dynamic music generation?
- Classical music for more green
Mechanics
Prior discussion
No, which is what makes it a survivors type game
You build the behavior of the gun
The gun shoots itself
/by its own
General discussion about modularity, weapons should have a small amount of modules, with a large number of combinations Source
Weapons
- Modular weapons
- Upgrade/module station that you visit to change certain parts
- Changes like attaching a scope to your gun, or a silencer could be done on the fly
- Weapon scripting system? (every third shot, use modifier). Could also script tagalong buddy. Should be flushed out later
Weapon tiers
- Top level modifiers (silencer, scope)
- Modules (modify gun characteristics)
- Base (weapon that you find)
Armor
- Shield generation
- Maybe attack/defense modules
Modding
wasm? whatever, we can look at this later
Technical Stack
Engine
- Unity
- Unreal
- Gadot
- Engineless
- Other
Source Control
- Git (Github? Self hosted?) - Github
- Unity VCS
- Other
Collaboration
- Discord
- Codecks
- Github Projects
- Trello
Style/practices
- Code review - not necessary for now
- Unit testing - https://docs.unity3d.com/Manual/testing-editortestsrunner.html
- Style guide - Google's
Documentation
- Markdown folder, comments
- Google Docs
- Notion
Leadership
stay flat rn
Fox's input
- Gadot primarily, unity for the engine