Антон Усачев's profile

DIRT /// MULTIPLAYER GAME

Mode.
Online multiplayer rpg,hardcore game
A brief description.
DIRT is my post-apocalyptic world of people's confrontation with hostile Nature and the race of mutant people, which I develop literarily, accompanying the work with my sketches and illustrations.
The main idea is to introduce beautiful elements of a real board game into the gameplay, or more precisely, to combine several styles in one bottle. The game is divided into two modes, which I would call PVE and PVP.
PVE mode is a general map of the world where players conduct either a team battle for survival, or each for himself going through various AI tests in the form of monsters and skirmishes.
The design of the map should be based on the realities of a real city, but optimized for the gameplay.Make it very beautiful and animated, but 2D
And so on our map there are paths of varying difficulty along which players are free to choose the path- but only forward. The more difficult the path, the stronger the monsters and obstacles, but the better the rewards- items and experience
The movement of all players depends on a random roll of the DICE with a value from 1 to 6, i.e. the player rolling the dice moves the player forward by the number of moves that he has. Moreover, the players do not wait for each other, but move independently - the point here is that the player is free to choose only the path, but not the location point.
The map presented above shows only an introductory version reflecting the idea. The real map will be saturated with a richer range of player interactions between themselves and the world around them.There will be many locations, such as: houses, caves, treasures, cars, caches, corpses, graves, etc. Players will also be able to interact as they leave traps, be sure to get closer to exchange items and help.
Players get various items, weapons, artifacts and clothes as they move. Weapons can be improved in the workshop, artifacts and items can be sold from merchants.
A clash with a monster on the general map takes place cardwise. The player throws a bone at the shot- it did not hit (even is not even), each time the monster will respond with damage according to the same response pattern.
You can saturate the gameplay of a large map indefinitely, but the most important thing is to do it all beautifully, in detail and follow a certain style.I will give examples below.
PVP game mode
This is one of the main and colorful modes in which you need to apply the concept of player interaction with the environment. Players enter this mode as a result of hitting the location of a large map called PVP. The map is small, for local combat between players. The characters and the map should be well detailed (much more so than in the example above, I have compiled this example only to display the general concept).
Turn-based combat mode, the number of moves depends on the character's leveling level.
Bones of death are used to use weapons to inflict damage to another player, which determine two parameters: hit/missed and which part of the body was hit in case of something.
The environment surrounding the players should be as interactive as possible. Players should be able to hide in buildings, behind the terrain, and use the environment as much as possible, which will make the gameplay more exciting and unusual.
In addition to the players, there will be bots on the map in the form of various monsters, zombies, and so on, and you can introduce very strong monsters to maximize the complexity of the battle.
Players can escape from the battle by reaching the opposite part of the map, but they will be subject to certain consequences.
The map must have loot, various caches, as well as dangerous areas with radiation, anomalies, and more.

A little bit about the interface and characters.

There is nothing special here, all the best has already been thought out, but still I would like to mention a few points.
The most important thing is no overload with heavy screens, maximum simplicity.
the player's ammunition should be thought out as much as possible, each element protects a certain part of the body and naturally fails when hit.
there must be a hero leveling system, here you just need to see the best in the rpg genre
I will give you several character options to better convey the atmosphere of the project:
Monetization of the game.
Here I can only share my perception as an experienced user. Combining the board game mode and rpg hardcore is unusual in itself and I think with the appropriate approach it will attract the attention of users. The game should be colorful and beautiful, and the gameplay should be addictive.
the platform of the game is exclusively mobile
, the distribution of the game is free
of charge, earnings from donations for individual costumes, things and even appearance under the user's order.
the introduction of a separate paid fighting mode, where each participant contributes a certain amount of money to us as guarantors before the start of the battle, the winnings will be subject to our% rate. In this way, we turn the game into an accessible field for earning money.
The mechanics of the game “ROLL THE DICE” removes many of the problems present in other games, it turns out to be a kind of casino analogue, only in the popular genre of the gaming world.
organizing the internal market so that players can sell different things to each other, we also take our% from this.
organizing various actions that will be able to give the gaming world more connections with the real world of everyday life, I think this is very important !!!
All these tools and a large audience will allow you to earn impressive money.
The prospects
The first thing I would like to note is that this project is capable of constant development.
Secondly, the system of paid battles ensures the payback of the project even at the testing stages.
Starting with one general map and several local PVP maps of a high degree of detail taken from the real area of Russia, lays down a further introduction to the gameplay of other Russian Cities. In the future, our audience will expand, and we will only have to constantly improve the gameplay and add new maps. Constant feedback from users.
Over time, the game grows from a local scale to a global one, where people will unite not just in small groups, but in groups based on real territoriality. The players themselves will shape the atmosphere of the game. For further global development, it will be necessary to use the achievements of the popular game PUPG Mobile, where up to a hundred people participate in battle at the same time - the so-called battle royale genre.
When the project begins to expand, we will be able to switch to a slightly different game mode, where the players will see the vast world of post-apocalyptic Russia and Europe, which we will partially flood, partially destroy. We will fill this World with quests of different complexity, traps, mutants, and we will declare a hunt. I suggest moving away from the motives of zombies and approaching the topic of a whole, new, hostile mutant race.
With respect to you, Anton.
Contact information:
89005868525 whatsapp,telegram
https://vk.com/ant1990
https://illustrators.ru/users/rug
https://www.deviantart.com/ruggorum
https://author.today/u/ruggorum/works
DIRT /// MULTIPLAYER GAME
Published:

DIRT /// MULTIPLAYER GAME

Published: