Devlog-1


## Today's goal

What does it take to determine the core loop of a game

Before determining the core loop of the game, it is important to have a general background of the game.

In my opinion, the context of a game is: What are we playing? Why are we playing like that?

The core loop of the game is: How exactly do you play it?

## Game background

We are an expedition team that specializes in finding islands in the ocean and collecting treasures from them.

Our goal is to find more islands, collect more treasure, and then identify various treasures or sell money to upgrade our abilities, and finally find the name of the "Wampis" super treasure.

With the general context of the game in mind, the core loop is a logical place to start thinking about it.

## Core loop (initial idea)

- We first need to choose the type of island we want to explore for this round. This, of course, determines the difficulty of the game.

- Then we can start a quest, that is, start a game.

- After the game starts, we will first generate an initial island based on the type of island we choose. The middle of the island should be the treasure chest we use to store treasure, the treasure in the game will hit stored in the treasure chest, and the treasure in the treasure chest is only temporary storage, only at the end of the game will be settled to us, so this treasure chest is what we need to protect in the game.

- Then we can go to the deployment phase. During the deployment phase, we can build defense towers, resource towers, etc., on empty space on the island. We also have the option to expand and explore the next island during the deployment phase.

- Expansion of the next island rule: new islands can only be expanded outward from the entrance of the current island.

- All island entrances generate a certain number of pirates, who will stay at the entrance until the work phase begins to attack.

- When we think that all the things to be handled in the deployment phase have been handled, we can choose to start work, that is, to enter the work phase

- During the work phase, all pirates will start moving towards the treasure chest on the initial island

- Our defensive towers will also start working to block pirates

- The pirates have either been defeated by us or have reached the treasure chest on the original island. When they reach the treasure Chest, they will retrace their steps to where they started the attack. (So maybe we can attack pirates twice.)

- When pirates are defeated, they won't drop anything unless they've already got something from the treasure chest on our original island. When the pirates are defeated, they will drop these treasures in their place.

- The working phase ends after defeated pirates and escaped successful pirates have all completed their objectives.

- After the work phase is over, the battlefield will be cleared. At the same time, the game may be over, or it may return to the deployment phase.

- Clearing the battlefield will mainly collect all the treasures in the scene into the treasure chest of the initial island

- A treasure taken by the enemy but dropped after we defeated it

- Each island, if there is treasure, will produce some treasure

- If our original island's treasure chest is full (or if our collection goal has been reached), then we can end the round and go back to selecting the island. Instead, we go back to deployment and continue the game.

## Core loop diagram

## Summary

Today's main thing is to have a general direction for the core loop, perhaps later will be modified, but the direction must have.

Tomorrow we can start designing what the first version will do (it should).

I will also keep a record of the development ideas and progress of this game, if you are interested, welcome to discuss together.

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