
Mornin’ peeps. For the past day or two I have been thinking about a concept to enter the one game a month challenge and I have finally decided on what I would like to do. For those who have not yet heard, the One game a month challenge is simply what it says, the aim is to produce and release one title a month for a whole year, leaving the developer with 12 titles under their belt. I have decided to start small, and throughout the months, gradually increase the project span and intensity. The challenge can be done in a team or solo, and I currently have a few programmers interested in collaborating with me on this particular project so we shall see how that fairs out
If anyone is interested in collaborating with me on a small project for the coming months as part of this challenge, then please feel free to message me with your request, please provide a portfolio and Unity pro + iOS licenses are a must have.

The concept for January’s game is Asteroids crossed with Flight Control. You simple direct missiles along vector paths to collide with incoming asteroids trying to destroy your planet. I am aiming to keep the game quite slow paced due to the fact the player will have to get used to firing where the asteroids are going to be, and not where they are. A good example of game pace and advancement would be Temple Run. Start simple, and progress in difficulty over a long period of time.
There are no level systems planned for this game due to the short time frame, instead a simple hit play and go game as a first project to make sure it will get done, In the future it may be considered to add a level based system where you go from planet to planet fending of different types of debree/AI.
I am trying to put across a feel of quaint character and subtle 60’s art style, with filter grain and such. I would like to put across as much character possible without the use of literal characters, similar to ‘Wonderputt’ and ‘Windosil’. This will be a particular challenge for me art wise.
I am a fond designer of UX, And I would like to put that to the test in making sure everything is very interactive, very intriguing and clean.

Gameplay is very simple, although very precise, as said above, the control method is that of Flight control in that you swipe your finger in the direction you would like the missile to fire, but adding a curved path with also allow the missile to continue to curve along a bezier curve. The dotted line around the planet will indicate where the players gesture will stop being taken into account, if you were to swipe north with a slight curve to the west, once the path has been taken into account up to the dotted line, it will then be predicted from there and continue to curve in a similar fashion. I would like to apply some gravitational pull also to both the missile and the asteroids flight paths, this will be taken care of when experimenting.
As far as the life system goes, I am contemplating between a hit based system where you have X amount of lives, or a recovery based system where the world can slowly repair it self after taking damage.
The moon is also going to act as a natural defence system, it will slowly revolve around the planet and if hit by asteroids, it will protect the planet from damage.
The gameplay is going to be very simple and I hope very soothing and relaxed. Music is going to be an important factor also for this project, I have a few people in mind for music but if anyone is interested in contributing then please, get in touch with a reel. Music style will be similar to wonderputt.

There is still a lot to do on the agenda, but I feel it is more than accomplishable in the timeframe.
Menu systems
-Main menu
Play button
-Pause
Quit button
Resume button
Restart button
-Death menu
Restart button
Quit button
Score
Time survived
In-game art
-Rocket
Smoke from engine
Collision
any excess visuals to be decided upon in production (ship movements and such)
-Planet
Damage marks
Variation planet designs (considering random planets each play, still earth, but different land structure)
-Asteroids
Collision
Revolving debree animation
Variation asteroid designs
-UI
Health bar/Lives
Score
Time
Pause button
Overlay hit counters
Any excess visuals to be decided upon in production (pop up dialogue and such)

Missle and Asteroid concepts
Flag concepts
In-game overview
Thanks for reading, updates due.
Regards
-C



