Sci-Fi/Game/Concepts

A Space Ship Game Concept


Singleplayer.
Arcade. Spaceship Blaster. Ship Builder.
Crafting. Gathering. Shopping.
First Person. 3rd Person, 2D Orthographic. Overhead Perspective.
Objective: Survive waves of Spaceship Automations.
Objective: Collect ship parts, flotsam, and quest items.
Objective: Defeat Large-Ship Bosses.
Objective: Drones (item upgrade) enable 2D & Overhead camera perspectives.
Objective: Upgrade player ship to expand level boundaries and progress gameplay, ultimately increase difficulty.


Dispatched into an asteroid field by a robotic counterpart. Robotic transmissions explain starting objectives in first scene.
After first wave, robotic counterpart arrives to save the day granting level checkpoint.
Player has option to dock in the hangar after cutscene of counterpart's arrival.
If player has enough roidcoins or material to sell, upgrades resulting in level expansion alter level outcome post-checkpoint. Player docks in hangar & is able to walk around in 3rd person until arriving at the hangar shop keeper.
Conversing with shop keeper triggers both player ship inventory (which can also be seen aboard player's ship through world canvas on computer screen)
& shop keeper's inventory. Shop keeper offers optional dialog options granting game tips, side quests for prestigious upgrades, and lore.
Starting Shop Inventory: Flood Light/Spotlight, an unreasonably priced gyro enabling full range flight on all axes, & small shield batteries.
(See Appendix A for more on items) Player disembarks shop resuming level one part two.



Level Two



The enemies spawn faster or have more armor. There is a mini boss to fight at the end following a quick cutscene of its arrival.
Homing missiles.
Level two ends when all enemies have been destroyed. A shimmering particle effect hints to the player of the exit zone. Exit zone triggers screen fade to black, back-end manual garbage collection, and player placement for level 2 (For using only one scene).


Level two begins with a quick transmission from robot counterpart, informing there is unusual activity in the area.
This foreshadows the primary mechanics of level progression here on out.

The boundary of the game can be seen as a layered cubic fish bowl. Starting with level one in the center.

Alternative game modes can include docking other ships, infiltrating enemy ships, landing & mining asteroids.

Regular activity outside of the translucent boundary occurs as backdrop, although by level 2, player is aware the boundaries are capable of expanding, & joining hazards that await.
Large ships regularly patrol outside the level boundary like sharks in water. Options for items to purchase at discretion can be performed efficiently based on observations of surrounding hazards.

Level boundaries are altered by ship upgrades (See Appendix B), as such, physics constraints implementation will be necessary in some situations. For example, 'Orthographic View' upon deploying Drone A.
The PlayerShip and enemies will need rigidbody.constraints confined to a 2-Dimensional space.
Input management could also required altering during runtime in this situation, as well as the following situations: Full authority spatial control, third-person hangar mode, docking & landing.

More Details...


Shop Items In Depth: Enemies drop items, some useful immediately (such as shield batteries) others may require some processing or assembly.

Shop Hangar Services:
> Assembly of certain items.
> Expended Fuel Barrel Processing.

Expended Fuel Barrel Processing triggers a minigame where playing character must push a glowing fuel barrel on barrel cart into the shop across the hangar floor. Requirements: One barrel cart, one barrel holder, one expended fuel barrel.
Processing unlocks one bomb and is cheaper than out right buying one.

Appendix: A



Detailed Items Example List


(Commmon Items)
1) Flotsam
2) Fuel Cell Component E
3) CrowBar
4) Shield Battery Small(Blue)
5) Barrel Holder
6) Barrel Cart
7) Fuel Cell Component A
8) Fuel Cell Component D
9) Fuel Cell Component B
10) Fuel Cell Component C

(Uncommon)
1) ShieldBatteryLarge(Blue)
2) Drone Battery Small(Green)
3) Crate
4) Minerals
5) Gold Nuggets
6) Frozen Water
7) Drone A Component
8) Drone B Component
9) DroneBatteryLarge(Green)
10) Data

(Rare)
1) Secure Container Chip
2) Expended Fuel Barrel
3) Secure Container

(UltraRare)
1) Alien Artifact


PlayerShip burns fuel on movement input * Time

Fuel Cell Components Can Be Assembled For Free With Action Timer Bar (At Shop or Inside Ship)

Assembled fuel cells cost currency to buy.

Crates Require:

Crates can be opened at the shop hangar by consuming 1 crowbar.

Crates contain: Random.Range(1,21)

> 2x common items (Range(1,11) = (common01-10) )

> 10 common items for new ship assembly (Range(11, 21))


All items can be sold unprocessed/assembled except: (Exceptions)

Items worth less unrefined: Minerals, Gold Nuggets, Frozen Water

There are three PlayerShip type-module upgrades to be purchased at the shop for refining each type of unrefined item.

New ship components are very expensive, and the player must sell flotsam or other unwanted items to afford it, rather piece scavenged parts together to meet objectives for a different ship. Alternatively the shop keeper will sell assembled new ships after extremely difficult and rare quest line completion.

Expended Fuel Barrel = can be converted into 1 bomb at shop with BarrelCart & BarrelHolder.

Appendix: B




Level-Boundary System As mentioned above, runtime game environment will change depending on unlocks through ship upgrades & quest achievements. Some upgrades may demand environment expansion, while others might require little or no expansion. For example, A player can choose to upgrade with a full authority gyro resulting in a need for environment expansion, and a player can choose a drone upgrade enabling time-limited(drone battery life) orthographic perspective that would be difficult to navigate in a larger environment.