Make a mech game proposal document
Game name: Make a mech
Site links: Archie: https://creativedev.design.blog/
Overview:
In a desolate desert planet, in a far away land, supersoldiers with abilities far beyond an average human must scour the lands they are in to find, create and survive in the harshest of conditions with minimal resources in a ultimate death match between monsters and their own kind to find and escape off the desolate wasteland and live to see another day
Usp:
a mix and match mech building game, being able to make whatever mech you want with the parts at your disposal, building up your statistics and building up your machine of mass destruction while fighting monsters and bosses to customize your mech
Experience:
the game is relatively whimsical and very lighthearted with lots of humor sprinkled in, allowing players to collaborate and compete with each other to try and win.
Arts style consideration:
With consideration, i have chosen a cel shaded art style but in a 2d form to try and keep the designs as simple but cartoony as possible, as cell shading is close to the comic book style, i would like to try and replicate that tone and feeling as to give the best designs and artistic renditions to my work that best suit the tone and style of the game
(Items used, Archie comics and borderlands as references to the artistic style i would like to achieve)
Style guide:
The type of style i would like to achieve in my game is very heavily comic book inspired, mainly using more bright and airy colours to sell the atmosphere and overall emotional emphasis further
Target audience: between 12-15+, the game is relatively light hearted but will contain use of fear with certain enemies being bug like and causing certain phobias to arise, E.g: Arachnophobia, will appeal mainly to boys and young adults who enjoy a challenge but still want to play the game
Mechanics:
Fight, build, loot, trade and survive: the aim of the game is to kill a certain amount of high ranking monsters known as “boss monsters”, or build a mystic mech with powers and grace that is unbeknownst to humanity itself
platform: Card game
Media platform: Twitter, Instagram
Promotional content: interactive website and a video documentary, explaining the process of creation and developer thought processes
Minimum viable product:
With a maximum number of 23-24 mechs, all with 5 parts,(120-115 parts) a scavengers deck and monster cards, their will be well over two hundred cards if it was a full release, this within the timeframe set would be unattainable.
To create a more simplistic scope, I and my teammate will be attempting to create 12 (60 parts) mechs, and 20 monsters, 8 bosses and a very short cut scavengers deck to completely half the project and keep the scope attainable and more realistic within the timeframe.
Gameplay structure: players begin by drawing five cards from the scavenger deck, building their first mech, players have the choice to either fight a monster, scavenge or fight another player
Mech building: Building a mech required five parts: Head, chassis (upper torso and bot arms are all one piece), legs (one piece), battery and weapon
Fighting: players target a monster of their choosing, monsters will have an amount of health and a dice roll to inflict damage to the enemy, difficulty of monsters increases with new skills, such as required archetype and specific stats and effects, Rewards are tiered based on difficulty of the monsters in play and if the player is successful in destroying them, monsters are reshuffled into the deck after being fought, same with bosses, but only if they are sacrificed by the player who has collected it.
sacrificing boss monsters: sacrificing a boss monsters constitute to building up a mystic mech, a secondary win condition after fighting and successfully defeating said boss
Scavenging: scavenged parts are less effective then fought monster parts, but can be collected when parts of a player mech has been destroyed through fighting monsters, or other players.
Fighting other players:
The player who declared the attack is the last to go, as the opposing player rolls a d6, the roll acquired is what the attacking player must beat, if the dice roll is a 6, then it is an automatic win/defeat for whoever rolled the dice, initial combat rolls change with mech effects, (e.g, when 3 or more parts of this mech are collected, gain the following effect: attacks declared against other players allow you to roll first)
fighting monsters: monsters are the key component of the game and give the layer a chance to find new mech parts and help achieves the games win criteria by killing boss monsters, which will have an icon on them to signify their importance within the game
Archetypes: Archetypes are a secondary to how fighting would work within the game, becoming progressively more required when in need of trying to fight tougher bosses to gain an advantage against them, same with high tier monsters requiring an archetype: Initial Archetypes (melee, ranged and energy) archetypes will stay at three maximum, names are subject to change until fully concrete
Competitors: other mech games in the card game industry are: Clank: a deck building adventure, although based in fantasy and not necessarily a mech building card game, Fallout: the board game, battletech alpha and core connections: rise of atlantis.