Categorias: Todos - mood - creatures - activities

por Conan Crushar 10 anos atrás

296

Hatcher

The text outlines a comprehensive system for managing virtual eggs, focusing on gameplay mechanics, user interface design, and various activities that affect the egg's well-being and stats.

Hatcher

Floating topic

Hatcher

Marketing

Concepts

Alternate to creature tree could be creature laboratory. Eggs could be tubes/chambers etc.

(MAYBE FUTURE V02...?)

Creatures compete in online games with the stats they are born with affecting performance.

Player conributed auction house. Coder will need to secure. Only certain items can be traded. House takes a % of every trade. Specials - house adds 'value-add' to certain trades over a certain value, of a certain type, on a certain date, randomly etc.

The Yard

THE YARD ( ? think of a better name? )

The yard is where the hatched creatures go to idle and produce various items.

Items generated
Eggs

EGGS

Eggs have three needs that have to be met in order to grow. Mood, hunger and rest.

Every egg has a hatch timer which varies from 3 days to 14 days. The hatch timer is determined by the starting quality and price of the egg. Each day of incubation adds a potential of 3 points to the maximum number of points for stat allocation. (See below: Egg stat allocation)

What comes out of the egg depends on how much of the requirements are met and any influencers like training or mini game stat rewards.

Critical requirements of the eggs are:

- Mood

Enhanced by: cleaning, tickling, entertaining.

Reduced by: hunger, boredom, annoyances.

Affected stat (primary): INT

Affected stat (secondary): SPD

- Hunger (un-hunger)

Enhanced by: food

Reduced by: time

Affected stat (primary): STR

Affected stat (secondary): SPD / DEX

- Rest (measured with energy level)

Enhanced by: sleep x1, rest x.5.

Reduced by: activities.

Affected stat (primary): STR / DEX

Affected stat (secondary): INT

Once an egg hatches the <xx creature xx> is housed in the yard(?) where is can do XXXX activities for xxxx rewards. The xxx rewards can then be used to influence/enhance other future eggs. Some rewards can be used as currency to purchase enhancers (books, potions, tree fertilizers etc). and expand/enhance the yard (?).

Every egg has:

- stats

- requirements to meet before death.

- mood to enhance before permanent stat reduction

Every egg produces (with leanings /influces towards...):

- coins

- gems

-

Egg stat allocation

The 3 day egg has a maximum of 9 points to be spread over 4 stats.

- STR (red): weights

- DEX (green): balancing

- SPD (yellow): whack a mole. Protect egg

- INT (blue): puzzles





















- HP (red): finding food game

- ENERGY (blue): shaking / circles with finger



Creatures

CREATURES

Creatures (in V01 prior to online battles) basically sit around generating resources for use back up the line of evolution.

Every creature has:

-stats

- requirements to meet before death.

- mood to enhance before permanent stat reduction.

Every creature produces (with leanings /influces towards...):

- fertilizer (for branches & tree maintenance)

- lollies

- fruits

- coins

- gems

The Birthing Tree

THE BIRTHING TREE

Tree branches house nests. Nests hold eggs.

Initially tree has 3 branches. Branches (max 8) can be grown with <xxx item xxx> over (XX:xx time) or purchased for quick grow.

Once tree is over three branches it needs care and nutrients (droppings/food?) or it will revert to three branches again over xx:xx time. Any eggs over three will be kept in storage but unavailable for care or rewards.

Gameplay

Currencies
IAP integration
UI Design
Activities - Egg

Egg requirements:

Cleaning. Clean level = -cleanliness over time. Effects Mood.

Tickling. +Happyness. Limited per hour. Too much annoys and makes egg sad.

Rocking to sleep. -Tiredness. If overly tired egg gets sad.



Activities - Stat increase

- STR (red): weights

- DEX (green): balancing

- SPD (yellow): whack a mole. Protect egg

- INT (blue): puzzles


- HP (red): finding food game

- ENERGY (blue): shaking / circles with finger



Moods

Happy / Sad

Each egg has a built-in prediliction towards one or the other decided at initial egg generation. This will determine how much of an effect influencer items have and the speed at which the mood deteriorates towards sad.

Activities - Creatures

SP / MP

- Running race.

Stats primary influence: SPD (yellow)

Stats secondary influence: DEX (green)

Stats tertiary influence: STR (red): weights


- Hurdles

Stats primary influence: DEX (green)

Stats secondary influence: SPD (yellow)

Stats tertiary influence: STR (red): weights


- Swimming

Stats primary influence: STR (red)

Stats secondary influence: SPD (yellow)

Stats tertiary influence: DEX (green)


- Strongman balancing comp

Stats primary influence: STR (red)

Stats secondary influence: DEX (green)

Stats tertiary influence: N/A


- Tightrope walking

Stats primary influence: DEX (green)

Stats secondary influence: SPD (yellow)

Stats tertiary influence: N/A


- Target shooting (magic fireball)

Stats primary influence: INT (blue)

Stats secondary influence: SPD (yellow)

Stats tertiary influence: DEX (green)


- Timed Puzzle

Stats primary influence: INT (blue)

Stats secondary influence: SPD (yellow)

Stats tertiary influence: N/A





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- STR (red): weights

- DEX (green): balancing

- SPD (yellow): whack a mole. Protect egg

- INT (blue): puzzles


- HP (red): finding food game

- ENERGY (blue): shaking / circles with finger