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Idea Generation 3 - Game concepts - Coggle Diagram
Idea Generation 3 - Game concepts
Speed Demon
Mechanics
Timer
7 Seconds to act before your turn is forcefully ended
Automatic Scroller
Finishing a combat will automatically move the camera
Multiple Move choices
3 Characters with 4 moves each, and those moves can be changed.
Levelling
Gain EXP through combat and other means
Milestones
Reaching a milestone (such as defeating the first boss etc) rewards the player with new moves that they can get in their runs
Roguelike
A full party wipe takes you back to the menu
Lore/Story
3 Maps and 3 characters, each one with relations to each map. The elven archer in your party came from the elven village, who are fighting to recapture them.
The knight is the son of the noble from the castle, and the count has influenced them to the point of his leave and fight for justice
The mage was imprisoned in the dungeon and was rescued by the knight.
Design
Characters
Human Knight
Elf Archer
Human Mage
Enemies
Dungeon enemies
Skeletons
Imbued Skeleton
Warrior Skeleton
Archer Skeleton
Bow
Gun
Skeleton Dog
Goblins
Goblin Shotgunner
Goblin Sniper
Goblin Suppressor
Goblin Slicer
Baby Goblin
Forest Village enemies
Elf Archer
Elf Warrior
Elf Elder
Goblin Elf
Shotgun
Sniper
Castle enemies
Castle Knight
Castle Guard
Castle Mage
Castle Archer
Count Goblin
Maps
Dungeon
Castle
Forest Village
Items
Consumables
Relics
Equipables
Armor
Boots
Chest
Arms
Helm
Legs
Weapons
Swords
Bows
Staffs
Orbs
Spears
Rapiers
mace
Jewelry
necklace
Band
Ring
Themes
Roguelike
On death reset
Progress checks
Timed
7 seconds to act over 3 people
Strategy
4 choices per character
Different paths in the maps you can take
Target audience
My target demographic is
Teens/Adults due to the difficult
nature of the game. The game
targets a male audience, due to
the number difference between
male and female players.
Following Richard Bartle's Player types, my games target would be achiever/killers due to the strategy and challenges.
Following Activision's Psychographic studies, my game targets Player Ones or Next Levellers. The challenging nature of the game drives away much casual play.
Traveller
Design
Background
Desert
Forest
Plains
Snowy
Characters
Princess & Butler
Rogue
Tired Bandit
Average guy
Multiple variations, Standard customer
Items
Magical items
Phoenix Feather
Frost Bat Wing
Sabretooth Bear Fang
Real World items
Metal Node
Bandage
Weapons
UI
Mechanics
Shops, Cities, Road encounters, Bandits etc.
Lore/Story
An unidentifiable person in a travelling cart selling wares along the road.
Specific encounters could lead to a greater story. Multiple endings?
Themes
Casual
Target Audience
The target audience for traveller is a casual player, so any age and any gender.
Richard Bartle's Player Archetypes would be an explorer, Socialiser or Achiever.
Activision's studies would infer that I am targeting Super Swipers or Dabblers
Gameplay
Traveller is a casual game where you venture across different biomes in your wagon, encountering various people, beings and animals who have negative or positive impacts across your journey. It is similar to Sort the court, but more interactive and more statistics. You have storage, and people want different things.
Arena Battle
Target audience
Teens
FPS lovers
Killers
mechanics
Gun customization
1v1 Style
Great directional audio
Themes
FPS
Real time
Strategy
Gameplay
Two players in a 3D arena with cover. They battle each other 3 times on separate rounds, and its first to two. You can change weapon after each round.