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Game Design Musing: Junkyard Punk


Colon Leftbracket

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So with this whole Amnesia Fortnight thing going on at Double Fine, I've felt pretty inspired to muse over game design ideas myself. The developers at Double Fine came up with quite a few neat game design pitches, some were of course better than others. But watching this whole experience has been really inspiring! It brings me back to the days that I looked at games less cynically and I often liked to imagine how I'd make my own!

 

I guess in the spirit of Amnesia Fortnight I've came up with my own mock game design pitch. I bring you...

 

Junkyard Punk

 

In the far future there is a massive junkyard, a graveyard for millions and millions of the obsolete and broken machines, mechs, spaceships, and robots. Its an ocean of scrap and rust, a hopeless wasteland for our old mechanical friends to fade away.

...but one lone bot won't go down, not without a fight!

 

Junkyard Punk is an exploration, construction, 2D Platformer starring a lone robot. The mission? Escape the Junkyard! However escaping the junkyard is no easy feat. The walls of the scrapheap are far out of reach and the fabled Junk Guardian watches over the land.

 

The game is like if you mixed the 2D worlds and exploration of Terraria, the challenge and repeat playthrough of Binding of Isaac, the escape and time pressure of Pikmin, and maybe a bit of Wall-e inspiration for good measure.

 

Your goal is to survive long enough to build a spaceship capable of flying you out of the Junkyard and defeat the Junk Guardian which can be one of many endgame bosses of varying difficulty.

 

A few game mechanics include a battery life system that you must find creative ways to keep at a good level, a gradual increasing difficulty as time goes on, an upgrade system where you can build more body armor, weapons, and gagets like jetpacks and grappling hooks for movement, also a weight system that comes into play as you keep adding to your character the more weight you gain, and a complex construction system to build base defenses, repair stations, energy generators, and of course the spaceship.

 

The spaceship construction is also a complex system in itself. You must balance weight, firepower, armor, size, and thrust so you can fly your way out with as much ease as possible.

 

The game is also made for replayablilty. After each playthrough you unlock more items to spawn in the junkyard as well as new enemies and bosses. Also multiple epilogue endings depending on how many playthoughs you have won or certain tasks you completed. Try to beat your best time and escape as quick as possible or stick around to find more secrets in the junkyard.

 

Its a game meant to invoke both challenge and exploration as well as constructive creativity.

 

---

 

Anyway that's the basic synopsis of a game idea I came up with and I'm actually kind of proud of it. That does sound like a pretty solid game that I'd enjoy. I do enjoy the 2D style exploration and platforming of Terraria, but I find the game kinda aimless. So I thought of the spaceship escape goal similar to that of Pikmin as well as the game getting harder as time goes on. I'm also fond of shorter but more difficult games so replayability would be a huge factor.

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Hmm... maybe I should pay more attention to game development teams.

I'm pretty glued to this Amnesia Fortnight thing that Double Fine's doing and it has obviously brought up some positive thinking as far as game design goes.

 

Though I did notice that I may have unconsciously found inspiration even from Autonomous, a prototype being developed for Amnesia Fortnight, where you are in a robot junk yard where you have to build robots to defend yourself.

I didn't even think about Autonomous when I was brainstorming this idea for fun. Though there game is taking on an entirely different feel than what I described in mine. (Theirs is more like a TRON sandbox)

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Your idea made me think of something I read somewhere else. It was similar in that you were an organism and by assimilating others you would gain new strains you could evolve into. I believe this sounds similar, and is an interesting setting.

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@, hmm... kinda reminds me of Spore...

 

But yeah its kinda a mix of tons of things, which is not always such a bad way to go about designing a game. I mean look at Binding of Isaac (which I also mention as an inspiration for its challenge and replayability) . It's pretty much a perfect mix of Bullet Hell Shootem Ups and top down Legend of Zelda.

 

I guess I could kinda save this idea somewhere if I ever decide to get into game design. My interest is obviously there, but its just not something I have the free time for and I'm not entirely sure if its something I should focus on as a career. So sometimes I just come up with near concepts for fun (I also do the same thing for bad sitcom ideas and really lame band names).

 

Oh and btw here's the pitch video for that Autonomous game I mentioned I accidentally ripped the setting from.

 

 

But as you can see they have quite a different focus than I do!

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