A bit more detail on each of the game ideas listed in A Brief Intro to Sonappa.
The first game, codenamed Alien Salvage, is a real-time-tactics 3d isometric third-person shooter with a investigative storyline involving a special tactics unit employed to defend against a hostile alien incursion. Multiplayer aspects will be developed for later updates and will include squad-level skirmish between human and aliens.
The player will control a small squad of special operatives whose role is to seek out and destroy a series of alien infestations. The controls will involve the movement, grouping and fire control of the squad as a whole as well as individual units. Managing the squad is handled through a small HUD which will also provide information on the health and capabilities of each unit. The player will work through a series of environments in the single-player story and encounter a variety of alien forces.
The aliens are part of a massive invasion force and the player is one of many human squads dedicated to tracking them down and removing them. The aliens vary in size and shape because they are part of a vast galaxy-spanning empire. Their technology is advanced and by capturing items of technology, the player is able to add to the human technology pool, unlocking new weapons, defences and transport. Some of these items may also be used to communicate with the alien forces, which can change expected outcomes.
In multiplayer, the conflict can be between human vs human, human vs alien or alien vs alien. All of the forces are given scores and can be compared and contrasted depending on capability. There will be multiple modes of games – deathmatch, scavenge, king of the hill for starters. The multiplayer environments will be based on the single-player maps.
The second game, codenamed Furukontakuto (j: full contact), is a 3d third-person platformer borrowing elements from fighting and shooter games and blending parkour action and a gripping results-based storyline. Multiplayer will involve speed-and attrition-based levels to provide an active combat arena.
Inspired by action movies like District 13, the idea is to blend hand-to-hand fighting and gun-play seamlessly with the speed and acrobatics of parkour (free-running), base-jumping (short parachute drops, wingsuits) and Buildering (unassisted climbing). Each character will, like Mortal Kombat or Streetfighter, have their own specialities. From a traceuse Francaise to a seasoned Qinggong master.
Unlike fighting games, this isn’t just about winning fights, it’s about moving a sequence of messages across the City. In the single-player game, the player will have the opportunity to play multiple roles as they hand the message between dead drops and traverse the whole of the city.
In multiplayer, the main goal will be to move a message from one side of a sector of the City to another while being intercepted and assisted by others. The opposing side must intercept and hinder other players from receiving the message.
The third game, Zombi, is a real-time-tactics 3d isometric third person squad-level shooter with goal-based development and a survivalist single player plotline. Based on the RPG, Zombi, the player will have to progress through a zombi-infested post-apocalyptic city. In multi-player, players will act in concert or in competition for resources in a semi-persistent universe.
In the single-player game, this involves travelling between locations, picking up resources and staying away from the hordes of undead and, more importantly, other survivors. There is a decision tree to follow as the player tries to track down his/her missing family. With limited resources, the player must make decisions wisely.
In multiplayer, the player joins a semi-persistent world where resources are being constantly depleted by other players in the game. The player may be allied with others or alone, depending on the game mode, but will have tasks to perform, goals to achieve and limited time and resources to achieve them with. The world has reset-intervals where resources are replaced, depending on the progress within the game.
The next posting on the subject will deal with the monetization strategy. There’s also some information to be posted on the technical side – more on that when I investigate feasibility.