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funy gma. e - Coggle Diagram
funy gma. e
Core Mechanics
Cycle-Based Loop: Creatures will each have their own needs which must be tended to by the end of a 30-minute cycle. On their first cycle of the session this requirement will be dumbed down in accordance to how "late" they've joined.
Inter-Player Interactions: Different creatures should have abilities that complement one another to promote co-operation, but also assets gained from killing other creatures to promote aggression. Certain creatures should be more compatible with one another than others.
No Chat: The only methods by which players should be able to communicate is by in-game actions. There should be no text or voice chat whatsoever. Joining friends should not be a feature to prevent that sort of thing; this isn't a game designed for "clan meta."
benefits in numbers: there should be benefits to being alone as well as being numbered. greater numbers of cooperating creatures should not be able to dominate an area beyond reason, but lone players should be realistically challenged.
Species Characteristics: Each creature has its own unique needs and abilities. Some eat meat, others plants, a few eat both. Creatures will have their own special means of movement, and their own approaches to predators and prey.
randomized world: each time a new cycle begins, the world should be procedurally generated. this allows constant exploration on a low level, and prevents there from being special camping spots that can be used. worlds should include different terrain, hazards, and visuals.
NPCs: AI should be far from prominent, but definitely present in some amount. Mainly just for hazards or hard-to-get food, these AI pose little threat compared to a player-controlled predator, but enough to make time away from players not empty.
plant significance: plants should be more than food sources and should pose as hazards and primitive tools. venus flytraps should protect valuable resources and require precision, and bioluminescent plants should provide glowstick functionality in darker areas.
UI, Controls, etc.: Game should be a 2D metroidvania. WASD to move, and mouse to "aim" whatever your creature would aim, but not in the direction of the cursor as much as moving the head in whatever direction the mouse moves. Mouse1 and mouse2 would be to use standard abilities. There should be no constant HUD while playing; cycle progress should be indicated by visual and audio cues. Creatures should physically change in accordance to damage.
combat & damage: incorporate a much more emphasised variant of "destructible demons." each significant part of a creature save for its torso and head are damegeable. for example, birds' wings can be damaged to make flight difficult, and legs of land creatures can be broken to immobilize them. the torso and head areas can also be damaged and form the actual "health" of the creature, whereas other parts simply can be broken to decrease effectivity.
Playable Creatures
Ambusher - A carnivorous, wall-climbing mantis creature capable of camouflaging itself in common assets to hide from prey until they are close enough to initiate a quick, lethal strike. Ambushers maintain a camouflage consistent with their spawn location for the duration of a cycle. Ambushers require a lot of energy for both themselves and their growing chicks to stay alive.
Grabber - A large, fast-flying carnivorous bird which can pick up small-medium sized creatures in its talons and drop them into hazards to kill them. Although intimidating in its size and mobility, the Grabber can be cut off from the sky if a wing breaks.
Snatcher - A small, weak herbivore which can steal food from other creatures. Its unimpressive strength is made up for by its ability to escape most situations with ease.
Tanker - A sluggish, medium-sized herbivorous turtle creature. Its snapping jaws and extendable neck allow it to easily dispatch pests or reach food across otherwise dangerous terrain, and its heavy shell mostly protects it from threats from above. However, its shell is also its weakness - creatures standing upon it are unreachable by the Tanker's neck, which is also covered partly and thus blocked by the shell.
Swarmer - Mistakeable for multiple creatures in a group, Swarmers are actually single creatures with multiple bodies connected by cables of neurons. Swarmers' shapes are versatile, allowing them to engulf an enemy or condense to hide within bushes. The Swarmer's neuron cables can be cut to permanently weaken it for the remainder of the cycle. Swarmers must feed themselves lightly, but their nest demands a medium-sized creature every cycle as well - a task easier said than done, for swarmers are not as fast when hauling.
Stabber - A less free-moving creature than most, Stabbers are worm-like creatures take advantage of tight tunnel networks to move around. As such, they await the approach of their prey and can extend out of their tunnel to reach them. The Stabber's proboscis impales a creature to suck out its life forces. The Stabber will grow in length for the cycle as it consumes creatures, though if it kills them, the corpse's paleness and wound will be a dead giveaway of the Stabber's presence, and they must regularly adjust hunting spots.
Goriller - A medium-heavy omnivore. Gorillers possess no armour and rely on throwing the first stone in combat. Their attacks are heavy but slow, and they can eat both meat and fruit. Their arms are exceptionally difficult to break given their muscle mass, but their legs are short and easily damaged from behind.
Gameplay Loop Ideas
Cyclic - Each cycle, players receive a randomized creature and a set of related objectives. They also will spawn into a randomized world each cycle. They must complete these tasks within the allotted 30 minutes before the cycle ends. Objectives can include feeding, tending to nests, tending to young, et cetera.
Wipe - Progress wipes regularly. During wipes players choose a creature and have to stick with it until the next wipe. This creature serves as their constant character and carries across games. Worlds are much larger than in Cyclic as they wipe less. Will also have higher player capacity.