Casual Mining Game

Casual Mining Game

//Genre:

The game leans more towards mining, idle gaming, management, simulation with a casual wrapping.


//Coreloop:

Not yet decided, as the concept is still volatile.


//Market target:

Casual gamer


//Business model:

Free to play, in app purchase


//Player demographics:

18 years and above.


//Mission:

Players own a mining business; initially, players will play as a mineral miner in a fantasy world while developing their company.


//Motivation:

To explore the fantasy world to search, mine, and trade ore in various ways.


//Media/platform:

The game, in my opinion, is best played on a mobile browser.


//How to play:

Initially, players are given one character, a miner, who works in a mine. Players can customize the character's appearance, equipment for mining, sack for storing ore, buddies to assist in mining (unlocked at certain levels), backpack for carrying food affecting how long a player can mine. Everything can be managed manually or automatically (still a rough idea) according to the player's needs.

Once preparations are complete (minimum requirements met), players can send their character to explore the map to visit mining spots or explore the map to find new mining spots that can be shared with a team party. Sending can be done manually or automatically (errand). The duration of exploration and mining depends on how much food can be carried (upgrade backpack to increase item slot/size) or the capacity of the sack to hold ore. Mines found may disappear from the map at times, meaning characters must explore the map again to find new mines.

The game can be considered semi-automatic; once characters start exploring/mining, they don't need to be waited on or supervised. The character's location will be visible on the world map; they can be left alone until receiving a notification that they have returned home to the nearest village.


//Target:

Once a mining area is found, the character automatically starts mining to search/gather ore. Each ore has its own value. The quality of the ore is influenced by the mine's status; whether it has been mined before or not greatly affects its quantity and quality. Equipment level also affects the quality/quantity and success rate of ore obtained.


//Exchangeable ore:

Each ore obtained can only be sold in the nearest village, which is crucial for players who want to explore the map further to find village locations scattered in the forest to sell their ore.


//Currency:

Let's assume there are several levels of ore and their conversion values:

  • Platinum (value 10 MC)
  • Gold (value 5 MC)
  • Silver (value 3 MC)
  • Bronze (value 1 MC)
  • Junk (value 0,00 MC)
  • MC (mining coin)

Note: Values and names are for reference only, not actual.


//Crafting:

Depending on its level, each ore has a different value. This affects the player's ability to craft new equipment or repair/upgrade existing equipment. Example: to make a Level 2 Backpack, you need 10 bronze ore + 2 silver ore + 50 MC. The higher the level, the lower the success rate (the curve diagram hasn't been considered yet).

Players can craft traps to catch wild animals, bandits, or other player characters. The effectiveness possibility depends on the target's level.

At certain levels, players can craft survival needs in the forest such as:

  • Trade post (visitor tax 1 coin)
  • Bonfire
  • Camp
  • Cabin
  • Defense construction
  • Headquarters (hidden/public)


//Durability:

Each Shovel has different durability. The lower the durability, the faster the shovel breaks or is destroyed. If the character doesn't have a shovel, they can get a basic-level shovel for free at the shop, with a maximum of 1 shovel per character.


//Tradeable item

In addition to ore, players can obtain other items, such as:

  • Hard cap (+ stat)
  • Shovel
  • Backpack

Note: Each item has a rarity level that affects the character's status. The rarer the item, the higher the status it can provide to the character. The above items can be collected, traded with other players, and sold in the marketplace.


//World map:

The further the exploration, the more trade posts need to be built for characters to stop and replenish supplies. Cooperation between players is essential to unlock new areas and higher-level mining locations.

Each character's status greatly affects the success rate of passing through dangerous areas. Each character will automatically return to their starting position when their endurance decreases. After resting to raise their status, characters can continue exploring or continue their journey to mining locations.


//Hiring:

At certain levels, players can hire/pay:

  • Additional miners to mine more. Each miner has various levels/statuses that affect their weekly wages.
  • Still under consideration, hiring a cook for further/longer exploration.
  • At certain levels, players can hire other players' miners with predetermined wages.
  • At certain levels, players can hire mercenaries to mine in dungeons that have many rare ores and rare items.


//Shop:

This game provides a marketplace that can be accessed by all players like an online shop, with the exception that ore cannot be bought or sold.


//Request:

Players can place request signs in the middle of the forest, such as: signs requesting the construction of a bridge, signs indicating dangerous places, and other signs that help other players explore the map safely or trap other users.


//Share information:

Players can share information such as: sharing map locations, sharing mine locations, sharing friend locations, sharing interesting spots, and so on.


//Gradual progression:

One important feature for new players playing this game is the gradual process; initially, what players see first and the choices available are adjusted according to their level and status. The goal is to introduce a learning curve gradually so as not to overwhelm with various features.


//PVP:

PvP elements that can be included without deviating from the concept include:

  • Hiring mercenaries to attack opponent's structures or mines
  • Hiring spies to find the whereabouts of hidden opponent's structures
  • Playing blackjack with other players using Mining Coin (MC)


//Monetizing:

For this game, the money comes from selling Mining Coin (MC). Perhaps place an auction house where players can sell high-quality equipment for real currency, then deducting 4 - 5% from each successful sale. Other monetization methods may also be considered and updated later.


//Distribution platform:

Progressive Web App - https://en.wikipedia.org/wiki/Progressive_web_app

Why use a PWA? I am considering not publishing the game using Google or Apple platforms. I am considering using a PWA (progressive web application) for launching and hosting the game, such as on Steam, alongside other games that will be published using the same platform and monetization. The benefit is that I don't have to follow Google/Apple's regulations regarding the use of their platform for alternative payments.

One of the reasons/references: https://www.cnbcindonesia.com/tech/20211110162551-37-290520/apple-kalah-telak-lawan-epic-games-fortnite


//Player journey:

Buy plenty of food, repair or upgrade tools, bring a sack, send the character (miner) for a walk in the forest, leave to sleep, see the results the next morning.


//Conclusion:

If made, this game would be super simple, a pure gacha game with many gimmicks: such as character usage, success rate, level design, with various rewards for growing the account and characters.


//Reference:

Players can have multiple characters, and each time they finish mining, the character needs rest.

Mining areas can be found in the middle of the forest. Players can share the coordinates of their mining locations with their party.

Ores (mining materials) can be exchanged for coins, and possibly even real currency (auction house).


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