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@jonbro
Created April 6, 2019 01:18
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mallrat initial idea
this isn't what I am building anymore, but maybe still interesting for some other game
=====================
major risk areas:
- what is the core gameplay (traps? sims style house building? survival? crafting?)
- is walking through this procedural world interesting
- is there combat
- is the character an invader into this world
want to play around with the idea of height, visibility, crouching, destructibility of structures
generate things that would be in a mall
gameplay is about picking stuff up and moving it around the mall to create a fortress and traps
crafting is a main element, but not about taking things apart and rebuilding them, but connecting the affordances of things together
maybe not even that, lets just stack things on a 2d grid (not 3d)
there are other people that have setup traps in the various stores in the malls, and you can kinda try to attack into their gold and chests and food
food as a primary motivator rather than attacking
how does the mall interface with the wilderness (space around the malls)
- parking lots
- how do malls interface with their surrounding area normally?
- has the world moved towards absolute wilderness?
are things melting, degrading in the malls already?
is there power? how is power distributed - possibly there are some places that have more power than others
destructible walls + power passed through those walls
do the mobs in the levels have desires outside of attacking the player (yes please, that would be so cool)
plumbing?
can you travel between the malls? yes please again.
////// YAY ISSUES /////////
looking through the bath and bodyworks website, it seems like one of the issues would be building a large enough set of believable (or unbeliveable) objects to fill out these malls
types of stores to build out
- shoe
- clothing
- bath
- makeup
- kitchen
- novelty (cheap/spencers & expensive/sharper image)
- department (same as above, but no walls)
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