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Game Design Ideas & Mechanics

1. Demo & Monetization Structure

  • Trial Version Badge: The game displays a "Trial Version" badge. It records the date when the user first downloaded/started the demo.
  • "Purchase Full Game" Trigger: A UI prompt (badge) appears, encouraging the player to buy the full version.
  • Limited Progression (The "Hook"):
    • Housing: In the demo, you can only upgrade from a Sleeping Bag to a Tent. You cannot build the wooden cabin or better houses. This makes the difference between Demo and Full Game very obvious and painful (motivation to buy).
    • Hoarding: Players CAN hoard materials and loot as much as they want. This is key: "I have so much stuff, I don't want to lose it!"
  • Endless Sandbox Demo: The demo has NO time limit. The player can play forever.
  • The Trap (Hoarding): Since there is no end, the player can build infinite storage chests and hoard massive amounts of resources. They invest hundreds of hours gathering materials.
  • Restrictions:
    • No Story: The plot does not advance.
    • Zombie Limit: Only ONE basic zombie type appears. It does not level up, evolve, or get harder. It becomes boring/easy eventually.
    • Housing Cap: Stuck at "Tent" level forever.
  • The Payoff: When they finally buy the game, they unlock the Story, evolving Zombies, advanced Building, and keep ALL their thousands of gathered resources to instantly jump-start the real game.
  • Day Count Legacy: If a player grinded for 200 days in the demo, they start the full game on Day 200. They keep their "time served," but the game logic treats it as the moment they finally "start living" and expanding beyond the basic survival grind.
  • Achievements (Steam):
    • "Stubborn Survivor" (Trmasti preživeli): Awarded if the player reaches Day 200 within the demo version.
    • Unique Reward: A special Statue placable in the full game to commemorate their persistence.

2. Advanced Zombie Mechanics

  • Camouflage/Disguise: Zombies can disguise themselves as farmers/NPCs.
    • Visuals: A zombie wearing farmer clothes.
    • Mechanic: They appear friendly until the player gets within a certain radius, then they reveal their true nature and attack. This adds tension and paranoia.

3. Environmental Hazards: Toxic Fog

  • Nature: A purple/toxic cloud or explosion event.
  • Mechanic:
    • The fog spreads over time (e.g., expanding daily).
    • Choking Damage: Entering the fog causes the player to choke (take damage).
    • Counter-play: The player needs to build/acquire "Fog Sensors" or filtration systems to navigate or clear it.
    • Environmental Expansion: The fog might block off new biomes or areas. Clearing it or surviving it allows map expansion.
    • Zombie Synergy: Zombies might be able to spread this fog or be buffed by it.

4. UI Enhancements

  • Day Cycle Notification: A prominent "Day X" text appears in the center of the screen at the start of each new in-game day.
  • Tracking: Shows the total number of days survived.

5. World Building & Navigation

  • Signage:
    • Directional signs pointing to major locations: "Town", "Forest", "Mines", "Biomes".
    • Warning signs ("Danger", Skull) for hazardous areas.
  • Infrastructure:
    • Cables/Wires: Used for connecting machinery or sensors (fog sensors?).
  • Obstacles:
    • Thorns/Brambles: Block paths, requiring specific tools (upgraded machete/scythe) to clear.
  • Mines:
    • "Death Valley" (Dolina smrti) mine entrance.
    • Progression: Needs better equipment to enter deeper levels.

6. Waste Management & Recycling

  • Dumpster/Container:
    • Placement: Must be placed away from the main farm (smell/hygiene).
    • Scavenging: Raccoons raid it for food. Friendly zombies can search it for "smart items" (blueprints, rare parts).
  • Composting:
    • Structure: Wooden Compost Bin.
    • Input: Spoiled food, dead plants, organic waste.
    • Output: Fertilizer (Manure) to boost crop growth.

7. Zombie Housing (Resting Spots)

  • Structure: Simple open grave (hole in the ground) with a memorial plaque or wooden cross.
  • Mechanic: Serves as a "spawn point" or resting bed. When a friendly zombie is tired, it retreats into this hole to sleep and recover energy.
  • Construction: Easy to build just dig a hole and place a marker.