Echo Scape

Game Plan

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Echo Scape por Mind Map: Echo Scape

1. Combat & Encounter System

1.1. Combat Mechanics

1.1.1. Real-time action combat with combos, dodging, and parrying

1.1.2. Entity-assisted combat (each Entity grants unique abilities)

1.1.3. Weapon variety (melee, ranged, magic-infused gear)

1.1.4. Environmental combat (traps, destructible cover, vertical movement)

1.2. NPC and Creature +

1.2.1. Enemy Variations

1.2.1.1. Creatures

1.2.1.1.1. Normal creatures: Common wildlife with Entities

1.2.1.1.2. Rift Beasts: Monstrous creatures tied to dimensional rifts

1.2.1.1.3. Boss-tier Entities: Massive, intelligent beings requiring strategy

1.2.1.2. NPC

1.2.1.2.1. Corrupted NPCs: Humans consumed by unstable Entities

2. Story & World-Building

2.1. Core Narrative

2.2. Mystery-driven story unraveling Rift origins

2.3. Player’s role in stabilizing or exploiting Rift energy

2.4. Side Quests & Dynamic Events

2.5. Random world events (Rift surges, rogue Entities attacking settlements)

2.6. NPC-driven storylines influenced by player choices

2.7. As Rifts expand, new areas unlock or get destroyed

2.8. Player actions can shift the balance of power in NPC societies

2.9. World Evolution

3. Economy & Crafting

3.1. Resource Gathering

3.1.1. Mining, foraging, hunting for materials

3.1.2. Rift Essence: Core resource for upgrading Entities & gear

3.2. Crafting System

3.2.1. Equipment customization (elemental upgrades, durability improvements)

3.2.2. Potion brewing, trap creation, and food recipes

3.3. Economy

3.3.1. Buy/sell gear, items, and resources with NPC merchants

3.3.2. Marketplace for player-to-player trading in multiplayer

4. Social & Multiplayer Features

4.1. Player-Driven Content

4.1.1. Customisable safe zones/hideouts for player gatherings

4.1.2. User-generated quests (hiring other players for help)

4.1.3. Co-op & PvP Depth

4.1.3.1. PvP modes (1v1 duels, faction-based battles, free-for-all arenas)

4.1.3.1.1. Ranking & Achievements

4.1.3.2. Seasonal tournaments & special event challenges

4.1.4. Team-based Rift hunts with shared rewards

4.1.5. Leaderboard

4.1.5.1. Global leaderboards for strongest players or rarest Entities

4.1.5.2. Ranking & Achievements

5. AI & Immersion Mechanics

5.1. Adaptive AI Behavior

5.2. Enemies learn from repeated attacks and adjust

5.3. NPCs dynamically respond to player actions & morality

5.4. Environmental Interaction

5.5. Fire spreads, water freezes, wind affects movement

5.6. Physics-driven destruction for tactical advantages

6. Environment Design & World Scale

6.1. Biome Diversity

6.1.1. Distinct regions with unique flora, fauna, and environmental challenges

6.1.2. Special events tied to specific biomes (e.g., seasonal changes affecting gameplay)

6.2. Dynamic World Events

6.2.1. * Community-driven events affecting the state of the world (e.g., a major Rift emerges)

6.2.2. * Consequences of player choices impacting environmental state, like pollution or revitalization

6.3. Transportation Systems

6.3.1. * Fast travel options through established routes or through Rifts

6.3.2. * Unique vehicles, mounts, or magical means of travel

7. Testing & Quality Assurance

7.1. Play testing Phases

7.1.1. Regular alpha/beta testing to gather player feedback

7.1.2. Focus groups to assess gameplay mechanics and story engagement

7.2. Bug Tracking & Feedback Loop

7.2.1. Systems for players to report bugs and offer suggestions

7.2.2. Iterative development approach based on community feedback

8. Accessibility Features

8.1. Customization Options for Accessibility

8.1.1. Colorblind modes and font size adjustments for readability

8.1.2. Audio descriptions or subtitles for narrative content

8.2. Gameplay Accessibility

8.2.1. Adjustable difficulty settings and tutorials to assist new players

8.2.2. Options for remapping controls and alternative input methods

9. Crossover & Collaboration Opportunities

9.1. Cross-Promotion with Other Franchises

9.1.1. Collaborations with popular brands to introduce unique cosmetic items or events

9.1.2. Potential partnerships for crossover events or guest characters/entities from other games

9.2. Modding Support

9.2.1. Engaging the community with modding tools or SDK (Software Development Kit) for custom content creation

9.2.2. Encouraging player-generated content and sharing it within the community

10. Technology & Innovation

10.1. Graphics & Engine Technology

10.1.1. Use of cutting-edge graphics engines for realistic effects and expansive worlds.

10.1.2. Dynamic lighting and procedural generation to create diverse environments.

10.2. AI and Machine Learning

10.2.1. AI-driven NPC behavior that adapts to player-style.

10.2.2. Machine learning-based systems for tailoring content based on player habits.

11. Ethical Choices & Moral Ambiguity

11.1. Morality System

11.1.1. Decisions that can lead to varying gameplay consequences, both short and long-term.

11.1.2. Bridging the gap between good and evil, allowing for nuanced character development.

11.2. Consequences of Actions

11.2.1. Long-term environmental impacts resulting from player decisions (e.g., over-hunting certain entities could lead to extinction).

12. Virtual Reality (VR) Features

12.1. VR Mode

12.1.1. An optional mode that allows immersive exploration and combat through VR.

12.2. Interactive Environments in VR

12.2.1. Physical movements linked to character actions (reaching, climbing, dodging).

12.3. Entity Interaction

12.3.1. Unique ways to engage with Entities and NPCs in VR for deeper immersion.

13. Additional Collector's Features

13.1. Limited Editions

13.1.1. Special game editions with unique content, art books, or lore expansions.

13.2. Physical Collectibles

13.2.1. Figurines or companion items based on in-game Entities for collectors.

14. Multi-Language Support

14.1. Localization

14.1.1. Comprehensive translation to include multiple languages for a global audience.

14.2. Cultural Adaptation

14.2.1. Tailoring elements to resonate with different cultural backgrounds, ensuring inclusivity.

15. Core Mechanics

15.1. Open World

15.1.1. Real-world inspired locations such as Cities, Jungles, Mountains

15.1.2. Fantasy elements such as Dimensional Rifts, Waystones

15.1.3. Dynamic weather & day/night cycle affecting gameplay

15.1.4. Interactive environments (destructible objects, climbable surfaces, hidden areas)

15.1.5. Hidden Lore: Uncover history of Rifts, Sellers, and Entities through exploration

15.2. NPC

15.2.1. NPC factions: Some factions help the player progress, well some factions start wars impacting environment

15.2.1.1. Dynamic NPCs: Some react based on morality, power level, and faction

15.2.1.2. Faction Conflicts

15.2.1.3. Engage in NPC wars or territory struggles

15.2.1.4. Some NPC factions dynamically shift alliances

15.2.2. Sellers

15.2.2.1. Scattered throughout the world (hidden, quest-related, or random)

15.2.2.2. Upgrade player’s body to enhance compatibility with Entities

15.2.2.2.1. Use resources to get the enhancement

15.2.2.3. Offer skills, abilities, and passive buffs based on resource investment

15.2.2.4. Rare sellers tied to Rifts or hidden areas

15.2.3. Diffrent related to hidden events, quest-related, or random

15.3. Style (Customization & Character Building)

15.3.1. Gender selection

15.3.2. Two pre-made outfits + full custom outfit option

15.3.3. Entity-influenced customization (changes based on entity absorption)

15.3.4. Potential for cosmetic microtransactions or unlockables

15.4. Entities (Core Companion System)

15.4.1. Choose out of 5 starter Entities (each with unique skills)

15.4.2. Wild creatures also possess Entities

15.4.2.1. Higher-level creatures are immune until sufficiently strong

15.4.2.2. Defeat/tame creatures to obtain their Entities

15.4.3. Entities can evolve or merge for stronger forms

16. Expanded Mechanics

16.1. Survival & Exploration Elements

16.1.1. Health/Stamina System: Rest, food, and potions required for sustainment

16.2. Multiplayer Mode

16.2.1. Co-op and PvP options

16.2.2. Player trading system for rare Entities

16.2.3. Raid-style battles against overpowered creatures in Rifts

16.2.4. Guild System: Join or create player groups for bonuses

17. Player progresion & UI

17.1. User Interface componets

17.1.1. Health & Stamina bars

17.1.2. Level & Power level

17.1.3. Map & Coordinates: Shows Rifts, NPCs, important locations

17.1.4. Inventory System

17.1.4.1. Manage items, resources

17.1.5. Entity Management UI: Track abilities, stats, evolutions, atributes

17.2. Progresion

17.2.1. Stats & Leveling System

17.2.2. Level = General growth

17.2.3. Power Level = Combat effectiveness (Entity-based)

17.2.4. Skill Tree: Passive and Active abilities based on absorbed Entities

17.2.5. Attribute System (Strength, Agility, Intelligence, etc.)

18. Audience Engagement & Monetization

18.1. Target Audience: Males 12-22 (Action/Sandbox lovers)

18.2. Monetization Model (if needed):

18.3. Cosmetic skins for outfits & Entities

18.4. Expansion packs with new areas, Entities, and Sellers

18.5. Limited-time event creatures/entities

19. Game Theme & Feel

19.1. Genre: Modern Fantasy Sandbox

19.2. Visual Style: Semi-realistic with vibrant, otherworldly effects

19.3. Inspiration: Mix of Breath of the Wild (exploration), Monster Hunter (Entity hunting), and Cyberpunk-like fantasy urban settings

20. Narrative Depth & Character Development

20.1. Character Backstories

20.1.1. Unique and Random lore for player characters and their Entities

20.1.2. Quest lines linked to character origins and choices

20.2. Dialogue Systems

20.2.1. Branching dialogue trees that affect relationships and outcomes

20.2.2. Influence of player choices on NPC responses and story progression

20.3. * Friendship & Rivalry Systems

20.3.1. Build relationships or enmities with key NPCs and factions

20.3.2. Influence of relationships on gameplay dynamics, such as quest availability and faction support

21. Audio & Music Design

21.1. Dynamic Soundscape

21.1.1. Ambient sounds changing with environment and weather

21.1.2. Unique audio cues for different Entities and combat scenarios

21.2. Music Composition

21.2.1. A fully orchestrated score that adapts based on gameplay intensity or emotional moments

21.2.2. Themes for different factions, regions, or critical game events

22. Post-Launch Support & Community Engagement

22.1. Updates & Patches

22.1.1. Regular content updates, balancing adjustments, and bug fixes

22.1.2. Seasonal events with themed content

22.2. Community Building

22.2.1. Official forums, Discord servers, or social media engagement to foster community interaction

22.2.2. Player spotlights, fan art showcases, or competitions

23. Marketing & Community Outreach

23.1. Promotional Strategies

23.1.1. Teasers and trailers highlighting different aspects of gameplay

23.1.2. Influencer partnerships and gameplay streams for visibility

23.2. Engagement Campaigns

23.2.1. Pre-launch events or giveaways to build excitement

23.2.2. AMA (Ask Me Anything) sessions with developers to share insights about game development

24. Environmental Storytelling

24.1. World Lore Integration

24.1.1. Artifacts and ruins that tell the history of the world.

24.1.2. Environmental clues leading to hidden quests or story elements.

24.2. Dynamic World Changes

24.2.1. Player actions (defeating a Rift Boss, for example) can visibly alter the environment.

24.2.2. Evolving landscapes reflecting player decisions or factions' influences.

25. Emotional Engagement

25.1. Character Relationships

25.1.1. Deep narratives involving player choices impacting key relationships.

25.1.2. Emotional arcs that can change based on events in the game.

25.2. Sensory Experience

25.2.1. Techniques to evoke emotional responses through gameplay, music, and visual storytelling.

25.2.2. Moments of introspection within quests that allow player reflection.

26. Exploration Incentives

26.1. Hidden Secrets & Easter Eggs

26.1.1. Inclusion of rare items or lore scattered throughout the world, rewarding thorough exploration.

26.1.2. Unique challenges that unlock areas or content based on player skill or knowledge.

26.2. Achievements & Collectibles

26.2.1. In-game trophies for discovering all entities, factions, or lore points.

26.2.2. Unique titles or cosmetic rewards for achieving significant milestones.

27. Seasonal Content & Events

27.1. Seasonal Themes

27.1.1. Changing environments and quests based on real-world seasons (e.g., winter-themed events).

27.2. Community Events

27.2.1. Player-driven challenges or events tied to the community (e.g., large-scale battles with rewards).

28. In-Game Support & Tutorials

28.1. Interactive Tutorials

28.1.1. Contextual help during gameplay rather than static guides, allowing players to learn dynamically.

28.2. In-Game Assistance Systems

28.2.1. NPCs or guides that offer lore or mechanics help based on player status.

29. Weapon Systems & Customization

29.1. Weapon Types

29.1.1. Melee Weapons

29.1.1.1. Swords

29.1.1.1.1. Versatile and balanced, suitable for quick combos

29.1.1.1.2. Longsword: Balanced and versatile, effective in both slashing and thrusting; allows for quick combos.

29.1.1.1.3. Broadsword: Wider blade for powerful swings, excellent for dealing heavy damage to single targets.

29.1.1.1.4. Katana: Swift and precise, ideal for speed-focused play; includes unique techniques for parrying and countering.

29.1.1.1.5. Greatsword: Two-handed weapon; slow but deals massive damage and can stagger enemies.

29.1.1.1.6. Shortsword: Lightweight and quick, perfect for fast-paced combat scenarios.

29.1.1.2. Scythes

29.1.1.2.1. Wide-swinging attacks ideal for area control

29.1.1.2.2. Curved Scythe: Designed for sweeping attacks, creates area-of-effect damage; can trip or knock down enemies.

29.1.1.2.3. Double-bladed Scythe: Offers both offensive and defensive capabilities, enabling unique combo chains.

29.1.1.2.4. Sickle: Lightweight and agile, ideal for quick strikes and can be used for quick dodges or counters.

29.1.1.3. Spears

29.1.1.3.1. Long reach with thrusting abilities; effective against distant foes

29.1.1.3.2. Halberd: Combines blade and spear, allows for both slashing and thrusting attacks; effective in a variety of combat scenarios.

29.1.1.3.3. Glaive: A pole weapon with a curved blade at the end for wide area attacks; can also be used for dramatic sweeps.

29.1.1.4. Axes

29.1.1.4.1. Heavy-hitting with a chance for devastating critical damage

29.1.1.4.2. Battle Axe: Heavy-hitting weapon specializing in raw damage; can cleave through multiple foes at once.

29.1.1.4.3. Throwing Axe: Light enough for ranged attacks; effective for hit-and-run tactics.

29.1.1.4.4. Tomahawk: Versatile for both melee and ranged; can be used in quick combos or thrown for distant strikes.

29.1.1.4.5. War Axe: A hybrid between an axe and a sword, versatile for various combat styles.

29.1.2. Ranged Weapons

29.1.2.1. Bows

29.1.2.1.1. Skill-based archery with various arrow types (explosive, elemental)

29.1.2.1.2. Longbow: Higher range and damage; requires skill for precision aiming.

29.1.2.1.3. Recurve Bow: Offers better stability and speed for rapid shots; ideal for quick engagements.

29.1.2.1.4. Composite Bow: Enhanced draw weight results in powerful shots; effective for hunting larger creatures.

29.1.2.2. Crossbows

29.1.2.2.1. High damage but slower reload; mechanical enhancements possible

29.1.2.2.2. Heavy Crossbow: Inflicts high damage but has a slower reload time; can use explosive bolts.

29.1.2.2.3. Repeater Crossbow: Multi-shot capability; quicker reload time allows firing multiple bolts in succession

29.1.2.3. Magic-infused projectile weapons

29.1.2.3.1. Bullets or bolts that carry elemental properties

29.2. Unique Weapon Abilities

29.2.1. Elemental Affinities

29.2.1.1. Weapons can be attuned to fire, ice, electricity, etc., enhancing damage and adding status effects

29.2.2. Special Attacks

29.2.2.1. Weapons can unleash unique abilities based on Entity infusion (e.g., fire-based attacks, electric discharges, etc.).

29.3. Entity Merging System

29.3.1. Entity Infusion

29.3.1.1. Players can absorb Entities into their weapons, granting them unique abilities or effects

29.3.1.2. Each weapon can have one or multiple Entities fused into it for varying abilities

29.3.2. Evolving Weapons

29.3.2.1. Weapons can level up alongside their user or evolve based on the fused Entity's growth and traits.

29.3.3. Synergy Effects

29.3.3.1. The combined attributes of the weapon and fused Entity can create powerful attacks (e.g., a sword infused with a fire Entity might cause a flame swing that deals area damage).

29.4. Weapon Customization

29.4.1. Upgrade Paths: Players can enhance their weapons through crafting, applying rare materials to improve durability, damage, and elemental properties

29.4.2. Visual Customization: Cosmetic changes allowing players to alter the appearance of their weapons, perhaps influenced by the Entities they merge

29.5. Crafting Unique Weapons

29.5.1. Blueprint System: Discover or create blueprints for higher-tier weapons through exploration and quests

29.6. Weapon Skill Trees

29.6.1. Individual skill trees for each weapon type, unlocking advanced moves and abilities as players invest points.