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scratch_pad.txt
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To recreate and expand this concept into a more fully-fledged game suitable for a Steam release using Godot 4, you could consider the following approach:
Ideas:
- Age of Empires style
- Mod support
- Mushroom theme
- You are the prince of a mushroom kingdom which was taken by a dragon, you must rebuild with your 13 mushrooms
- Different speices of mushrooms for other factions (Elves, Hobbits, Orks, etc)
https://opengameart.org/content/barricades-stone-and-wood
https://opengameart.org/content/iso-rpg-concept
https://opengameart.org/users/rubberduck
https://artyom-zagorskiy.itch.io/isometric-tower-defense-pack-az
Core Mechanics:
Implement a grid-based placement system for village elements
Create various categories of placeable items (buildings, nature, infrastructure, etc.)
Add rotation and scaling options for placed items
Implement a simple economy system (resources, money)
Extended Features:
Villager AI and management
Quests or objectives to guide gameplay
Day/night cycle and seasons
Environmental effects (weather, disasters)
Unlockable items and progression system
User Interface:
Expand the bottom toolbar with categories and subcategories
Add a mini-map for easier navigation
Include menus for settings, save/load, and tutorials
Graphics and Sound:
Develop a cohesive art style, possibly low-poly or pixel art
Create animations for placed items (e.g., swaying trees, smoking chimneys)
Add ambient sounds and music
Gameplay Loop:
Start with a small plot of land to build on
Complete objectives to unlock new areas and items
Balance resource management with village growth
Technical Implementation:
Use Godot's TileMap system for the base terrain
Implement custom classes for placeable items
Utilize Godot's scene system for modular development
Polish and Extras:
Add particle effects for more visual appeal
Implement a screenshot or sharing feature
Create multiple biomes or themes for variety
Claude:
Mushroom-themed factions:
3-4 distinct mushroom civilizations with unique units and abilities
Each faction could represent different types of mushrooms (e.g., saprophytic, mycorrhizal, parasitic)
Resource management:
Gather resources like spores, water, and organic matter
Manage mycelium networks for resource transportation
Base building:
Construct mushroom-themed buildings (e.g., spore towers, mycelium networks)
Upgrade structures to unlock new units and technologies
Unit production and combat:
Create various mushroom-themed units (e.g., spore launchers, mycelium runners)
Basic combat system with rock-paper-scissors style counters
Technology tree:
Simplified tech tree compared to AoE II, but still offering meaningful choices
Upgrades focused on improving economy, military, and unique faction abilities
Single-player content:
Campaign mode with 5-8 missions introducing game mechanics and story
Skirmish mode against AI opponents
Multiplayer:
Basic multiplayer functionality for 2-4 players
Simple matchmaking system
User Interface:
Clean, intuitive UI inspired by classic RTS games but with a mushroom theme
Tutorial system to introduce core mechanics
Graphics and sound:
Stylized, charming mushroom-themed art style (doesn't need to be AAA quality)
Basic sound effects and background music
Map variety:
4-6 different map types (e.g., forest floor, cave systems, compost heap)
Random map generation for replayability
Win conditions:
Standard RTS win conditions (e.g., destroy enemy base, control specific points)
Potentially unique mushroom-themed objectives
Mod support:
Basic mod support to extend game lifespan and community engagement
Performance optimization:
Ensure the game runs smoothly on a wide range of PC configurations
To make it worth $2.99 on Steam, focus on creating a polished, bug-free experience with enough content and depth to keep players engaged for several hours. Consider adding Steam achievements, cloud saves, and potentially workshop support for user-created content.