#01 Conception / February 2020 - Month 1 (EN)


Decision of Game’s type

■  First important ideas wished : 

  • A strategy game mixing RTS and Tower Defense.
  • It must have a simple and efficient handing maniability with only one finger or the mouse, and must be adapted to the joystick. 
  • All the player’s actions will happen through a Drag’n’drop in the manner of games like Clash royal or Gears Pop, particularly to send the fight unities.
  • The game will play in solo with short matches but drives the player in a long adventure.


■  Genre of game

The game mixes Tower Defense and RTS, from the first we pull enemies waves and defense’s towers building, from the second, the zone’s taking, resources’ collecting and the main goal that is to destruct the opposite base.

The main goal of every matches is to vanquish the opposite army in destructing the main opposite fortification without to lose the player’s one.
To succeed, the player must deploy unities to defend its area and to collect the resources on the ground. From the resources, it can build defenses to protect its main tower. More it builds, more it secures the areas taken gradually and more it moves close to the main opposite fortification to destroy it.



■  The matches’ proceeding

A strategy game proposing matches more or less quick and simple like today’s mobile games. But it also must propose a challenge on the duration with an enough long campaign. Inspired from the campaign’s proceeding of Darkest Dungeon : matches more or less short but a long adventure with a high challenge.


Decision of Graphics' type 

■  Main ideas

  • Cartoon and mature in the same time because we want to be able to make gore while having fun.
  • Cartoon inspiration : Clones Wars (animated serie) and Sea of Thieves but in a simpler style close to Clash Royal and Brawl Stars.
  • Univers sci-fi / post-apo : Warhammer 40k, Starcraft, Starship Troopers, MadMax ...


■  Challenge

Make enjoyable a devastated environment, broken items ... The idea is to make a cartoon post-apocalyptic world.

The important elements of the game have each their criterions :

  • Player’s elements must be crafted, reconditioned, worn out… but always seem in good working order.
  • Trashes on the ground must be really distinguishable but always enjoyable visually, they’re really broken, cracked in more to be worn out. They’re in numbers.
  • Enemy’s elements must seem aggressive, tortured… and link trashes and pollution.


■  The graphic references and what is interesting us inside

  • Star Wars, The Clone Wars : the matter-wise of the textures (metal, glass…), the wears

  • Sea Of Thieves : exaggerated simplified shapes, big detail, simple texture, edges’ wear emphasized

  • Brawl Stars : Characters’ proportion, simplicity, fun, ultra colored
  • Clash Royal :  Characters’ proportion, ultra colored
  • Starcraft : soldier, vehicle
  • Warhammer 40k - Orks : crafted items, vehicle reinforced with added metal boards


Thought on the Game's univers

A post-apocalyptic world where all the natural resources are disappeared.

The survivors are craftspersons, beings skilled in the recovery, dismantling and recycling of everything they find. They’re named the Junk Raiders.
They must take their territory back and for that, they will have to face a terrible and disgusting evil spreading everywhere.

The battles will be as epic as possible with clashes against monstrosities coming from the depths of this soiled world.

The threat is a mutation of the world which for many years has evolved with ubiquitous pollution and destruction.
The Mutants spread and multiply very quickly, nests are created increasing their proliferation. Mixing with the surrounding waste to strengthen and become powerful weapons, they use the pollution present to simply feed and spread massively.




See you in the next entry in devlog to talk about concept art and prototyping!

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