Hatcher
Gameplay
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 MoodsHappy / SadEach 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 compStats primary influence: STR (red)Stats secondary influence: DEX (green)Stats tertiary influence: N/A- Tightrope walkingStats 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 PuzzleStats primary influence: INT (blue)Stats secondary influence: SPD (yellow)Stats tertiary influence: N/A------------------------------------------------------ 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
UI Design
IAP integration
Currencies
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 Birthing Tree
THE BIRTHING TREETree 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.
Eggs
EGGSEggs 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:- MoodEnhanced by: cleaning, tickling, entertaining.Reduced by: hunger, boredom, annoyances.Affected stat (primary): INTAffected stat (secondary): SPD- Hunger (un-hunger)Enhanced by: foodReduced by: timeAffected stat (primary): STRAffected 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): INTOnce 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 reductionEvery egg produces (with leanings /influces towards...): - coins- gems- Egg stat allocationThe 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
CREATURESCreatures (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
Items generated
The Yard
THE YARD ( ? think of a better name? )The yard is where the hatched creatures go to idle and produce various items.