Game Ideas


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Mining Game

game

Space ARPG

game

Open World ARPG From Dream

game

Autobattler + ARPG + RTS From Dream

game

Concept

RTS base-building meets autobattler with heroes fighting down lanes as waves of enemies attack your base. ARPG loot system and skill tree meta progression ensures endless customization and builds for your units and heroes.

Loot-Quality

system

Common through Legendary would be base items ramping in power. Red Tier and up would be the special tiers of items “Uniques” with special powerful mechanics to build around.

Special Tiers (Unique)

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Red with a golden effect

## Base Tiers

Legendary

+4

Epic

+3

Rare

+2

Uncommon

+1

Common

Items

Game Items

Status Effects

system Status effects and elemental systems should be designed more like Path of Exile or Wizard101 where they have a unique effect to them. While also drawing inspiration from games like Terraria where there are tiers to the status effects ramping in power. This results in unique gameplay styles from each while also providing progression systems to focus builds around.

Cold

Design - Crowd control that locks down enemies reducing their ability to act and making it harder for them to land attacks.

Wet > Chill > Frostbite > Frozen > Permafrost

  • Wet: Light movement speed debuff + accuracy penalty
  • Chilled: Movement Speed + Attack/Cast speed debuff
  • Frostbite: High Move/Attack/Cast speed debuffs + high accuracy penalty
  • Frozen: Immobilized for a duration. Can be countered
  • Permafrost: Full immobilization, cannot act or be countered. Damage taken increase.

Fire

Design - Focus on strong DoT that spreads

Singed > Scorched > Burning > Inferno > Incinerate

  • Singed: Minor DoT
  • Scorched: Decent DoT
  • Burning: Strong DoT, chance to spread.
  • Inferno: Very Strong DoT, spreads, AoE.
  • Incinerate: Massive DoT, spreads, larger AoE which also spreads.

Electric

Design - Disruption and Stuns

Jolted > Shock > Stunned > Paralyzed > Overload

  • Jolted: Very short stun.
  • Shocked: Short stun, reduced accuracy and movement speed.
  • Stunned: Moderate stun, reduced accuracy and movement.
  • Paralyzed: Target is fully disabled, fully open to attack and receives increased critical hits.
  • Overloaded: Target is fully disabled, fully open to attack, receives more increased critical hits and applies Shocked in AoE.

Poison

Design - Minor DoT that reduces healing and puts the victim in a weakened state. Weaken reduces damage dealt. rot? Tainted > Poison > Venom > Virulent > Plague

  • Tainted: Minor DoT
  • Poisoned: Minor DoT, reduces healing effectiveness at a low value.
  • Venom: Moderate DoT, reduces healing effectiveness, weakens resistances.
  • Virulent: Moderate DoT, AoE, nullifies healing, strong weaken effect.
  • Plagued: Strong DoT, AoE, nullifies all healing, very strong weaken effect.

Bleed

Design - Stack-able DoT that makes the victim vulnerable, which increases damage taken.

Cut > Bleed > Hemorrhage > Ruptured > Exsanguinate

  • Cut: Minor DoT.
  • Bleeding: Minor DoT that stacks.
  • Hemorrhage: Moderate DoT that stacks, vulnerable effect at small value.
  • Ruptured: Moderate DoT that stacks, vulnerable effect at moderate value and from all sources.
  • Exsanguinate: Very Strong DoT that stacks, vulnerable effect at high value and from all sources.

Curse

Design - Status amplifier and negates luck based systems.

Cursed > Hexed > Forsaken > Condemned > Doomed

  • Cursed: Slight decrease to: luck, crit, evasion, accuracy.
  • Hexed: Slight decrease to: luck, crit, evasion, accuracy. Increased chance at receiving debuffs.
  • Forsaken: Moderate decrease to: luck, crit, evasion, accuracy. Higher chance at receiving debuffs. Debuffs duration extended and effect increase.
  • Condemned: Victim cannot crit, evade. High decrease to luck and accuracy. High chance at receiving debuffs at extended durations and higher effect.
  • Doomed: Victim cannot crit, evade. Luck and accuracy severely reduced. Debuffs have much longer duration and amplified effects.

Chemical

Design - Armour and defense shred.

Eroded > Corroded > > Acid > Irradiated

  • Eroded: Minor reduction in effectiveness of armour, evasion, shields, defensive type systems.
  • Corroded: Reduces effectiveness of armour and defences by a moderate amount.
  • :
  • Acid: Armour and defenses are almost completely useless.
  • Irradiated: All damage is true damage.

Spirit/Haunted - Damage

Design - Escalating Damage Curve (As time progresses, so does the damage build up)

  • Dread: Slow even ramp up
  • Haunted: Applies Fear with decent ramp up
  • Woe: Large ramp up in damage, applies fear
  • Harrowed: Maximum ramped over it’s duration. Applies fear.
  • Profaned: Max very strong DoT, applies fear.

Alchemist Flask Thrower Class

system

Status & DoT based effects focused