2.9 KiB
2.9 KiB
Brainstorming Session: Stasis Warden - Core Concepts
Objective
Refine and expand upon the core vision for Stasis Warden, focusing on exploration, fear-conquering themes, and indirect player influence.
Core Vision Elements
- Central Theme: Exploration and facing fears to conquer the unknown
- Player Role: Outside observer/controller with limited direct interaction
- Main Characters: Crew members found and awakened on a generation starship
- Unique Combination: Blend of enjoyable aspects from multiple games/genres
Key Questions to Explore
- How does the player experience the theme of exploration and fear?
- What are the specific ways the player can indirectly influence the game world?
- How do we make the crew members compelling and distinct?
- Which game/genre elements should we prioritize and how do they work together?
Potential Directions
[To be filled during brainstorming]
Mechanics Brainstorm
Exploration System
- Resource-based Progression: Players must gather resources (power, materials, manpower) to unlock new areas
- Door/Path Unlocking: Different costs for different types of barriers
- Power: Reactivating offline systems/doors
- Materials: Physical unlocking or construction
- Manpower: Clearing debris/obstacles
- Room Card System:
- Draw 3 cards when opening a new area
- Player chooses 1 to place behind the door
- Cards represent potential room types with varying outcomes
- Risk & Reward:
- Some rooms contain traps or hazards
- Some rooms are dead ends
- Others may contain valuable resources, story elements, or crew members
Resource System
- Resource Collection:
- Player can click on "nodes" to collect resources directly
- Awakened crew members can be assigned to nodes for automated collection/production
- Some nodes are inherent to specific room types
- Some nodes must be discovered, built, bought, or researched
- Resource Types:
- Power (for reactivating systems/doors)
- Materials (for construction/unlocking)
- Manpower (for clearing obstacles)
Room Card System
- Deck Management:
- Rooms come from a deck of unlocked rooms
- Progressive gameplay unlocks special rooms for future runs
- Mix of unique and repeatable rooms (corridors, airlocks, storage, etc.)
- Room Categories:
- Functional rooms (engineering, medical, research, etc.)
- Resource generation rooms
- Story/character rooms
- Hazard/trap rooms
- Dead end rooms
Hazard & Trap System
- Types of Hazards:
- Random hazards
- Room-specific traps
- Effects:
- Impact on crew members (injury, death, psychological effects)
- Damage to ship systems
- Loss of resources
- Blocking of pathways
Narrative Elements
[To be filled during brainstorming]
Player Experience Goals
[To be filled during brainstorming]
Constraints & Opportunities
[To be filled during brainstorming]