It's not enough to just have stuff moving around in-engine.
There has to be a definitive start, middle, end, repeat, to make a gameplay flow and feed back into itself.
For example, in FPS games you break from cover, fire gun, return to cover, reload gun, break from cover etc...
So for Scourge, we came up with a navigational cycle that we could use as the core of the game.
Players take control of a flying airship:
The S.S Player 1. |
A typical player base. |
The prison fortress is executing pirates. It's up to you to catch them!! |
Once there, the player will use the trapdoor built into the bottom of the airship to dump the passengers safely into the catchment net.
Safely returning passengers to your player base will add them to your score. |
From here, the player finds themselves back at their base, and is free to start the perilous journey again. Rinse and repeat!
The first player to successfully rescue and return enough passengers to fill their player base to capacity wins and becomes the Ventus Rex - King of The Air!
So the gameplay cycle works... But this is only when everything is going well. When other players enter the mix - trying to ram each other's airships and dislodge and steal their passengers - well, that's when the real fun begins!
Stealing your opponent's passengers mid-drop is a challenging but rewarding experience! |
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