2009
08.29

Dragons Den I

After our first meeting we have a rough idea for a potential structure for our game.

Initially I was thinking of having an RTS where teamplay was a huge factor in wether a team won or lost, but due to the ‘come and go’ nature of teams in most RTS systems we decided that an MMO was more suited to the style of play we are going for.

Upon signing up and starting the game for the first time the user is presented with a screen where they choose their characters attributes and their preferred ‘class’ or what kind of member they would like to be. This can be changed during game play but as groups are important it is good for building the initial team. Once in the game teams of 5-20 the goal is to make as much money as possible through the creation of products. The process for creating products and successfully marketing them depends on different team classes at different times.

The games slogan is time=money, but the unique selling point is slightly different. The idea behind this games uniqueness is that it is modular, with each little part being like a minigame in function. This way

Slide 1

Time is Money.

Slide 2

Game Overview

Slide 3

Player

  • Skills (5)
    • New Products (Research)
      • Research Points
      • Time
    • Product Development
    • Cost Management
    • Marketing
      • Pseudo-market (virtual customers) (vote system)
  • Appearance
  • Assets

Slide 4

Companies

  • Physical Presence (Offices, board rooms)
  • Product lines
    • Marketing
    • Hardware/Software/Design per product
    • Costs
    • Profit
  • Staff
  • Company assets

Slide 5

Education

  • Economics
  • Information finding
  • Puzzle games

Slide 6

Interface

  • Mini-games
  • Phone Apps (Economy, mini-games, asset management, team management)

Slide 7

Setup Costs

Slide 2

References

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