Hello C2 community. As things are I am planning to do a kickstarter project by the end of March(demo permitting). I have had a game in design for a while now, but was put on hold because of effort from not being ready to do the multiplayer server infrastructure.
However now that the magnificent Ashley is doing Multiplayer infrastructure by handling all the difficult parts. I'm reconsidering of taking my MP game off hold and actually kicking it into development. I would though like to get the wonderful C2 communities opionion of which Kickstarter game I should go with.
I have been developing tools in unit testing design for the last couple of months to gear up for this project. The game idea is a compilation of mini-games handled by a resource based game. To add more details it's a single player meant for mobile devices and FB. Players run an organization that has agents as resources. Agents have a small set of skills. The player sends agents towards locations that have time generated missions. More agents on any given mission usually determine a number failurs the player is allowed. Agents skills can enhance efforts in the mini game(ie Parkour will offer a jump bonus in a canabalt like game, Research offers bonuses towards a Match3 game, Fighting offers damage bonus towards a Punch Out/Infinity blade like game). As players win or succeed they gain small amounts of cash, but also determine a "monthly" funding. Players with more money can hire more agents or get equipment to better agent skills. There are a few social features, but that's the premise of the game. This game was on the books to create a sample demo in March.
But as I was saying now with viable Multiplayer features and a beta likely out in 2ish weeks. It's time to reconsider. So on we go to
Players play in a 1 to 5 player "dungeon delving" game(actually it's in space). Players play 1 character part of a team(minimum of 1) that goes to scavenge/salvage/loot derelict space ships, stations, mining asteroids... Let me add some details to carry some of the experience i'm looking for. Players play can develop there characters skill, buy or find gear. The game will use Spriter so that gear will have appearance changes.
Gameplay or more specifically game mechanics use a more table top model. Dice range from d4,6,8,10,12. Dice have more than just numerical values they also have resources. These resources are used to boost effectiveness, trigger special abilities and such. The dice used for any given action is dependent on action. Skill offers 1 die based on skill level(1 to 5), and gear offers 1 die based on gear quality(1 to 5), and 1 die from from the characters Rank(1 to 5). Dice come in a few resource types. Dice are earned by much harder and rarer means(ie special achievements, special quests). As an example a Green die could be considered a energy die which could reduce weapon power usage or possible create a surplus, a red die type would increase performance out(ie damage or increase defense), a blue die would produce better odds to trigger special abilities of someone on the team. Players stack there dice before they go into the "dungeon". Once in the dungeon they need to stick with the results of their choices.
The game mostly revolves around searching dungeons/Derelicts. Lastly the last part of all of this is what I feel makes the difference. Players and their friends can form Derelict Diving teams. A team can pool their money to purchase a expensive space fairing ship. The ship is customizable and represents a team shared collaborative game place. When players own there own ship the game opens up. Players can freely travel the galaxy, players can come across random encounters, take on designed monthly scenarios.
The ship as mentioned in a previous section is important to the game. Random games run off the idea that ship is "rented". rented ships have less storage space for salvaged items from derelicts. rented ships never have random encounters and players pay higher fee's to search for salvage derelicts.
this game is going to be created with C2