Game Concept


Setting: The game takes place on Mercury. You play as a factory worker tasked with mining a specific list of resources. You have two weeks to complete this mission, or you’ll be fired.

Main Gameplay Loop: Your objective is to locate resources and mine them. A 3D map shows gaps and resource sources, with signals you can send to locate them. Signals reflect back from resources at specific frequencies, letting you identify each resource type by its unique frequency.  So you have a drill controlls and computer. With location signals you can understand what will you mine and with which speed. In computer you will see data about signals info and can create routes to make your drill controll easier.

Drilling takes time and the player should consider that. It is important to make optimized routes. 
There are couple of things that will interfere like:
- solid rocks that will take more time to drill through
- hot temperature zones where drill can overheat and its efficiency will dractically decrease
- some gas pockets that will break down drill and it will take some time to fix it.

Visual is kinda an interesting topic here, because it is 3d game. I hope to find help from my friends that are engaged in 3d modelling. I like ps1 style, it is quite easy to make.

Requirements

R1  - PC
R2 -  yes, it will contain sounds and music
R5 - I'm still unsure yes, I think it will be Cinemachine
R6 - I can you some configs to figure generation data
R - requirements seems not that hard for me. However, I will profile my game with various tools during development to keep an eye on fps.
C - I would like to take rendering, some shaders would be fun to make (could change later to animation maybe)
A -  Time scale change based gameplay suits here nice (instead of waiting drill to make its work)
A - Implement Save/Load for your game (must have)

If it is possible, I would like to change C for A (Use PCG (procedural content generation).

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