66 lines
4.4 KiB
Markdown
66 lines
4.4 KiB
Markdown
# Game Design Ideas & Mechanics
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## 1. Demo & Monetization Structure
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* **Trial Version Badge:** The game displays a "Trial Version" badge. It records the date when the user first downloaded/started the demo.
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* **"Purchase Full Game" Trigger:** A UI prompt (badge) appears, encouraging the player to buy the full version.
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* **Limited Progression (The "Hook"):**
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* **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).
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* **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!"
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* **Endless Sandbox Demo:** The demo has **NO time limit**. The player can play forever.
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* **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.
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* **Restrictions:**
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* **No Story:** The plot does not advance.
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* **Zombie Limit:** Only ONE basic zombie type appears. It does not level up, evolve, or get harder. It becomes boring/easy eventually.
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* **Housing Cap:** Stuck at "Tent" level forever.
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* **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.
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* **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.
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* **Achievements (Steam):**
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* **"Stubborn Survivor" (Trmasti preživeli):** Awarded if the player reaches Day 200 *within the demo version*.
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* **Unique Reward:** A special **Statue** placable in the full game to commemorate their persistence.
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## 2. Advanced Zombie Mechanics
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* **Camouflage/Disguise:** Zombies can disguise themselves as farmers/NPCs.
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* *Visuals:* A zombie wearing farmer clothes.
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* *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.
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## 3. Environmental Hazards: Toxic Fog
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* **Nature:** A purple/toxic cloud or explosion event.
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* **Mechanic:**
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* The fog spreads over time (e.g., expanding daily).
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* **Choking Damage:** Entering the fog causes the player to choke (take damage).
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* **Counter-play:** The player needs to build/acquire "Fog Sensors" or filtration systems to navigate or clear it.
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* **Environmental Expansion:** The fog might block off new biomes or areas. Clearing it or surviving it allows map expansion.
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* **Zombie Synergy:** Zombies might be able to spread this fog or be buffed by it.
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## 4. UI Enhancements
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* **Day Cycle Notification:** A prominent "Day X" text appears in the center of the screen at the start of each new in-game day.
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* **Tracking:** Shows the total number of days survived.
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## 5. World Building & Navigation
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* **Signage:**
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* Directional signs pointing to major locations: "Town", "Forest", "Mines", "Biomes".
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* Warning signs ("Danger", Skull) for hazardous areas.
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* **Infrastructure:**
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* Cables/Wires: Used for connecting machinery or sensors (fog sensors?).
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* **Obstacles:**
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* Thorns/Brambles: Block paths, requiring specific tools (upgraded machete/scythe) to clear.
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* **Mines:**
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* "Death Valley" (Dolina smrti) mine entrance.
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* Progression: Needs better equipment to enter deeper levels.
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## 6. Waste Management & Recycling
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* **Dumpster/Container:**
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* **Placement:** Must be placed away from the main farm (smell/hygiene).
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* **Scavenging:** Raccoons raid it for food. Friendly zombies can search it for "smart items" (blueprints, rare parts).
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* **Composting:**
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* **Structure:** Wooden Compost Bin.
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* **Input:** Spoiled food, dead plants, organic waste.
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* **Output:** Fertilizer (Manure) to boost crop growth.
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## 7. Zombie Housing (Resting Spots)
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* **Structure:** Simple open grave (hole in the ground) with a memorial plaque or wooden cross.
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* **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.
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* **Construction:** Easy to build – just dig a hole and place a marker.
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