Here is the basic design for Nova Dawn's gameplay.
The game world is an island, the size of the island is 600 by 800 tiles (although this might be subject to change), each tile is 120x120 pixels in size. Therefore on a QVGA device the game world is 300 screens wide by 300 screens tall. Each tile can be either grassland, desert, tundra, mountain, marshland or water. In addition the tiles can have roads and features on them. Features are rocks, trees, ruins and buildings.
The player travels around the game world in a vehicle. The vehicles available to be used are bike, trike, buggy, coupe, saloon, truck, van and APC. The player can also travel around on foot. The handling of vehicles is affected by the terrain they are travelling over. Vehicles can be customised with different weapons, engines, wheels and armour.
There are a number of competing factions in the game. The player chooses a faction affiliation at the start of the game and begins the game in the capital base of that faction. Each faction begins the game with a single base which is that faction's capital. The game world has over a hundred bases scattered over it which all begin the game as neutral, apart from the faction capitals. Most bases are linked together by a road network. When a faction member, including the player, arrives at a neutral base he can attempt to recruit them into their faction. The status and equipment of the player that approaches a base affects the likelyhood of that base being recruited. If the base refuses to be recruited the faction may decide to conquer the base by force. A base will surrender when it has taken a certain amount of damage.
The player can rise up in ranks within his faction. To begin with he is at the lowest soldier rank. Next comes Squad leader ranks where the player gets access to "wingmen" and better equipment. After that comes Base leader where the player get access to base production and missions. Finally as Faction Leader the player may command any base.
The primary gameplay is the gathering of resources for production into upgrades to your vehicle. Factions will be competing for resources and can be peaceful, hostile or at war with each other. The basic resources are metal, plastic and alloy, with alloy being much rarer than metal or plastic. These resources are scattered around the game world semi-randomly, with concentrations in places such as ruins. Bases have workshops which can combine the basic resource into processed resources. Examples of processed resources are explosives, machinery and electrics. These can be further combined into complex resources such as electronics, high explosive and instrumentation.
The task of exploring, discovering and gathering resources is made more difficult by frequent attacks by bandits. All of the factions begin the game away from one corner of the map. This corner of the map is the badlands where all of the bandits originate. The final goal of the game is to destroy the bandit base and kill their leader.
The game world is an island, the size of the island is 600 by 800 tiles (although this might be subject to change), each tile is 120x120 pixels in size. Therefore on a QVGA device the game world is 300 screens wide by 300 screens tall. Each tile can be either grassland, desert, tundra, mountain, marshland or water. In addition the tiles can have roads and features on them. Features are rocks, trees, ruins and buildings.
The player travels around the game world in a vehicle. The vehicles available to be used are bike, trike, buggy, coupe, saloon, truck, van and APC. The player can also travel around on foot. The handling of vehicles is affected by the terrain they are travelling over. Vehicles can be customised with different weapons, engines, wheels and armour.
There are a number of competing factions in the game. The player chooses a faction affiliation at the start of the game and begins the game in the capital base of that faction. Each faction begins the game with a single base which is that faction's capital. The game world has over a hundred bases scattered over it which all begin the game as neutral, apart from the faction capitals. Most bases are linked together by a road network. When a faction member, including the player, arrives at a neutral base he can attempt to recruit them into their faction. The status and equipment of the player that approaches a base affects the likelyhood of that base being recruited. If the base refuses to be recruited the faction may decide to conquer the base by force. A base will surrender when it has taken a certain amount of damage.
The player can rise up in ranks within his faction. To begin with he is at the lowest soldier rank. Next comes Squad leader ranks where the player gets access to "wingmen" and better equipment. After that comes Base leader where the player get access to base production and missions. Finally as Faction Leader the player may command any base.
The primary gameplay is the gathering of resources for production into upgrades to your vehicle. Factions will be competing for resources and can be peaceful, hostile or at war with each other. The basic resources are metal, plastic and alloy, with alloy being much rarer than metal or plastic. These resources are scattered around the game world semi-randomly, with concentrations in places such as ruins. Bases have workshops which can combine the basic resource into processed resources. Examples of processed resources are explosives, machinery and electrics. These can be further combined into complex resources such as electronics, high explosive and instrumentation.
The task of exploring, discovering and gathering resources is made more difficult by frequent attacks by bandits. All of the factions begin the game away from one corner of the map. This corner of the map is the badlands where all of the bandits originate. The final goal of the game is to destroy the bandit base and kill their leader.