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Feed me MORE!

A game about the feeding a hungry skull god and exploration of a strange world. I had this idea while waiting for a train one day. It is not a complete game design but I felt the idea had enough merit to write up so I did not forget it.

The player controls a young tribes man who has bee newly appointed the duties of feeding the skull god. The skull god is a giant screaming skull that is embedded in the base of a mountain. The players task is to set out from the base of the mountain and hunt animals to bring back and throw into the mouth of the screaming skull god.

Each animal thrown into the skull gods mouth reduces the skull gods hunger level. As time goes on the skull god becomes hungrier and start to cry out for more. This will be visually displayed as a shaking of the screen and also a sound effect of the god cries played. As the god gets hungrier the screams become louder and more frequent. If the young hunter lets the god become too hungry he will be struck down by a bolt of lighting from the heavens and the game ends.

The further away from the mountain base the player gets the larger and more filling animals are found to hunt. By keeping the skull god topped up with some larger animals he will gain more time to explore the world around him.

Strange artifacts and tokens can be found around the world which when brought back and thrown into the skull gods mouth grant the warrior his favor. This gifts the young warrior with new skills and equipment to explore the further reaches of the world. Say a bow and arrow to hunt birds, the ability to breathe underwater and chase fish or the ability to see in the dark and access caves locations.




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First Game Design: Tank Rush

I have started work on my first Flash game called Tank Rush.

It is a simple game where the player controls a tank with the keyboard and a crosshair with the mouse. The tanks turret will track the cross hair and when the mouse is clicked fire a bullet towards it.

The player starts in the middle of the screen and is slowly swarmed by a growing horde of enemy tanks intent on destroying the player.

The player must then dodge the enemy tank rounds while shooting back. The enemy tanks will keep attacking in growing numbers until the player is finally overwhelmed. The number of tanks destroyed before being taken out is the players final score.

I have drawn up a rough and incomplete UML diagram of my game design to help get an idea on how I will structure and code this game.

TankRush UML Diagram

TankRush UML Diagram




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Chicken Farmer

A game about breeding chickens, selling eggs and making profit!
The main aim of the game is too manage your band full of hens and to collect the eggs they lay for selling at the market.
You start the game with a $100 and a barn with 3 chickens in it. The chickens are all stock standard base level chickens.

Chickens
Chickens have several attributes which govern how they act in the world.
Hunger. This is a measure of how hungry the chicken is. A full chicken will lay eggs at its maximum rate. If a chicken gets too hungry its rate of laying will slow down and finally it will cease to lay eggs at all. If the chicken is not feed for too long it will starve to death. This may be penalized by a fine. Chickens also have a hunger rate. It is the rate at which they get hungry. Some chickens need less food some need more.
Age. Chickens will age as the game goes on. Eventually chickens will die of old age. This is a natural event and carries no penalty. It helps focus the player on building up a sustainable chicken farm.
Laying rate. Chickens can lay eggs at different rates. Some chickens are slow, some are fast.
Egg size. Chickens can lay eggs in different weights. An egg sold at market is valued by its weight. A chicken will lay eggs in a weight range.
Feeding chickens. Feeding chickens is a simple task of clicking a feed bag and then clicking on the chicken to be feed. The chicken will then start to eat until it is full or the bag of feed is depleted.
Collecting eggs. After a hen has laid an egg the place must click on it to collect it. After the egg is collected it is ready for sale at the market.
Chicken DNA
All chickens will have a DNA structure that determines their attributes. The better a chickens DNA the more effective it is at laying bigger eggs, faster for less feed. Better chickens cost more to purchase from the market place.

Roosters
Roosters act like chickens in that they need to be feed and age, yet they lay no eggs. The sole purpose of keeping a rooster is so that you can breed it with one of your hens to create new chickens. Instead of an egg laying rate rooster will have breeding rate. This is how often the rooster can mate with a hen to create a new chicken.
Rooster also have DNA that covers the same attributes as the hens. By carefully selecting which hens and roosters you mate you can evolve better chickens. When a hen and a rooster mate the next egg the hen lays will be marked as a chick egg. When it hatches the player will be rewarded with a new chicken. This new chicken will have a combination of it's parents traits with a dose of randomness mixed in. Given enough generations and the right parents, certain traits can be breed into your chickens.

The market place
At the market place you may buy feed for your chickens, buy new hens, buy new rooster and sell your eggs. Eggs sell based on their weight so heavier eggs sell for more.

End game
The game is basically open ended and can keep going until the player is bored. Additional items to purchase or adding some kind of time management twist to the chicken feeding and breeding cycles could extend the life of the game. Another option is to keep the game open ended but have a cash goal and a timer. Players could then race to get the cash goal in the quickest time or just play about trying to raise super chickens as they pleased.




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