Central Themes
Concept of Range Battle
Melee
Short
Medium
Long
Active Battle System
Charge-Time
Player Affects World
Player-Designed Items
Player-Driven Exchange Designs
...Via Spies
Player-Funded
Player-Driven Conquest/Territory Ownership
Mini-Games as Part of the Grind
Classes Must Compliment Each Other
Smiths > Merc-Explorers
Smiths Create Items for Merc-Explorer
Smiths > Spies
Smiths Create Items for Spies
Smiths > Soldiers
Smiths Create Items for Soldiers
Merc-Explorers > Smiths
Merc-Explorers Find Materials for Smiths
Merc-Explorers > Spies
Merc-Explorers Find Matierials for Spies
Merc-Explorers > Soldiers
Merc-Explorers Find New Areas for Soldiers to Conquer
Spies > Smiths
Spies Steal Schematics for Smiths
Spies > Merc-Explorers
Spies Steal Schematics for Merc-Explorers
Spies > Soldiers
Spies Steal Schematics for Soldiers
Soldiers > Spies
Subtopic 1
Soldiers > Smiths
Subtopic 1
Soldiers > Merc-Explorers
Subtopic 1
Standalone game must have key elements compatible with Android Apps.
MAKING MONEY
Taxing Player-Player trades
Via Market/Auction House
Trade Real-Money for Game-Money
Pro Versions of Android Apps
No Ads
Convenience Features for Mini-Games
Ex. Save State for SNESoid
Extra Goodies
Ex. Extra Towers bundled with Pro vs. buying indiv.
Sell Towers for Soldiers Use
Sell Epic (almost cheating) Items
(One of the last phases)
Stats built by us, not Smiths
Warring Factions
Classes vs. Jobs vs. Skills
Classes
Character Leveling System (Overall Exp Gained)
Gain Experience via any actions
Class determines specific stat boost at level up
Class Leveling System (Exp. Gained in Class)
Class is the stat growth pattern
Jobs
Skill Leveling System (Exp. Gainedl)
Exp. gained by use of skill
Ex. Fire Casting > Better at casting fire
Skills developed out of job, grow slowly
Exp. gained by job
Ex. Black Magic exp. by Black Mage Job
Job is the skill growth pattern
Skill
Skill is a usable ability
Story
Factions
Western-inspired
Government
Isolationists
Pro-Aliens
Anti-Aliens
Pro-Humans
Anti-Humans
Pro-Conquest
Anti-Conquest
Aliens
Invasion of Earth
Mechs
Interplanetary Travel
Mini-Games
Companion Bot
Automation/Script Running Option
Player-Control Option
Incorporate into Spies!
Tower Defense/Offense
Tower Defense
Tower Types
Invading Force
Unit Tyoes
Incorporated into Soldier Tower Defense
Range Game
Exploration/Active Battle System
Item requirement to explore regions
Extreme Heat Environments
Extreme Cold Environments
Extended Space Exploration
Asteroids
Airless Moons
Deep-Sea Exploration
Reward of New Cities
Used in Merc-Explorer Job
Class System
Jobs
Purpose of Jobs
Permanent Skill Boost AKA training
Mini-Game Grind
Attached to Skills, not stats
Types
Classes
Spy
Roles
Governmental Espionage
Trade Espionage
Grind Phase
Sells Stolen Designs for Money
Smiths
Roles
Weaponsmith (For Fighters)
Hand-held
Melee
One-Handed
Two-Handed
Bladed
Blunt
Short
One-Handed
Two-Handed
Medium
One-Handed
Two-Handed
Long
Two-Handed
Shoulder-Mounted
Short
Medium
Long
Shoulder-Aided Melee
Armorsmith (For Fighters)
Head
Arms
Torso
Legs
Advanced Tech Design (For Spies and Smiths)
Generators
CPUs
Radars
Tracking Systems
Shield Generators
Design Grind Phase
Graphic Design
Stat Design
Sells Designed Items for Money
Merc-Explorer (possibly universal)
Roles
Merc-Explorer
Grind Phase
RPG Active Battle for Merc-Explorer
Sells Found/Looted Materials for Money
Dual role due to finite nature of the world
Soldier
Roles
Defender
Invader
Grind Phase
Tower Defense for Soldier
Sells _________ for Money
Plays Tower Defense for Money
Races
Humans
Invading Aliens
Other Species
Purpose of Classes
Make characters "better" at certain jobs.
Does NOT limit job opportunities.
Subtopic 3
Item System
Equipable Sections
Head
Torso
Arms
Normal Arms
Weaponized Arms
Legs
Human Legs (Sapien)
Inverted Legs (Alien)
Treads
Quadruped
Weapon Slots
Hands
Left
Right
Shoulders
Left
Right
Weapons
Melee
One-Handed
Two-Handed
Bladed
Blunt
Short
One-Handed
Two-Handed
Medium
One-Handed
Two-Handed
Long
Two-Handed
Boosters
Speed Stat-Boost
Radar
HUD Radar
Generator
Energy Output
CPU
Shielding
Tracking Systems
Accuracy
Weight
Carry Capacity
Market System
Real Money Vs. Game Money
Taxes!
Player-Designed Items
Naming Scheme Ideas
Animal Species
Latin Word Parts
Cultures
Western
Greek Mythology
Stats
Item Stats
Weight
Energy Demand
Character Stats
Armor
Speed
Carry Capacity
Energy
Shielding
Overall Questions
How will leveling factor in?
How will we tie the stats together?
Uniform stats, rather than 4 sets of stats for the games
How will Factions factor in?
Factions battle for territory?
How will we tie the players together in the world?
(For 3D MMO) How explorable will the world be?
Buildings?
Cities?
Territories?
Planets?
Zoning like average MMOs?
How will other races factor into the classes?
Skins?
Slight alterations of game details?
Equipment requirements?
How will we divide Game-Money Items and Real-Money Items?
Should we allow player-creation of towers?
Pro - More player involvement
Con - Harder to control rate of conquering
Possibility of "god-towers"
How will Mechs factor in?
Merc-Explorers use Mechs
Invading Soldiers could use Mechs
How traversable will the classes be?
Think about stats.
What keeps smiths from becoming the best Merc-Explorers?
They make the items.
Can players do more than one mini-game at a time?
...With the same character?
How do we level the Smith's ability to craft?
Schematics?
Trainers?
Simple leveling system?
One naming scheme too limiting for our whole universe?
Break schemes up