AdInf Dev Journals #4: Doomsday Everyday
Games Mentioned
- Doomsday Everyday
I’ve been busy with work/life but have been thinking about the upcoming project I plan on devoting a large portion of my time towards: Doomsday Everyday – a text-based game built using Twine 2 (recommended by a friend who is an Amazon Game Studios designer).
Here’s my initial outline of what I’m hoping to be the core of this game:
Genre: Apocalyptic text-based RPG
Premise: Simulate various apocalypse scenarios
Gameplay:
- Create a detail-rich character:
- Pick boosted attributes
- Pick proficient skills
- Pick character traits
- Pick character items
- Pick character backstory
- Face different challenges and reap many rewards
- Combat, looting, barter, allegiances, decisions
- Encounters where your character is at a genuine advantage or disadvantage
- Multiple avenues of success ranging from absolute win paths to RNG-based lucky paths.
- To start with: 9 chapter segments – death possible at anytime. Dialog with characters that enablers large amounts of player choice.
Scenarios:
- Follow schema of {Adjective-class} {Event-class}
- First scenario will be Zombie Flood, with the zombie part adding additional survival elements and the Flood event prompting immediate immersion into how this game works.
- Adjective-class ideas
- Zombie
- Nuclear
- Fake
- Future
- Spooky
- Event-class ideas
- Flood
- Civil War
- Eruption
- Invasion
- Aliens
Initial prototype goals:
Key: Completed In-progress/Pending
- This journal entry
- Implementing:
- Create chapter 1 in Twine
- Consider macro-plan for project
- Figure out how stats will work
- Create a good home screen for the game
- Later:
- A lot!
That’s all for now, will work on drafting plans and initializing design primarily. Also hoping to find time to optimize RPS visually