I will release two games this year.
There is a specific genre of games. The games that you take when you go to the toilet for a longer sitting. I call these games toilet games – in a positive way.
I will make a simple mobile game for Android controlled by a single finger tapping or pressing. Think “Flappy Bird”, “Jetpack Joyride”, “One More Line”, “Stick Hero” or any game that you can play when you’re riding a crowded tram. These is the only limitation I’m putting on myself when designing this game.
The goal of this exercise for me is to experiment with a number of mechanics, tweak them and adjust so that they feel fun and balanced. Eventually, I expect I will be able to distill some fun from the mechanic, and clean up the game by removing all the parts that are not necessary to support that single mechanic. I want to create a responsive game with short game sessions, that you can as easily pick up or put down.
I will release this toilet game as soon as I find a fun mechanic to play with and will juice it up.
I will make a two-dimensional real-time exploration, expansion, exploitation and extermination game. This play on words is intentional, as it brings the 4X genre into vision, but it’s definitely not going to be a strategy game. I am thinking about creating a lone wolf experience – a solo spaceship pilot on his quest to become famous for… whatever he would discover in the universe, whatever he would build or find there or whoever would he kill.
This kind of twist on the 4X genre set in space is something I always wanted to do – to remove the role of the overseer that the Player takes from the word go, but instead have the role of a pawn, slowly building his power to become the overseer, while not detaching from the minutiae and the mundane.
This space game is going to be influenced heavily by the “Elite” series, especially the latest instalment of that series: “Elite: Dangerous” which I’m a proud Kickstarter backer of. Another space game that I will drive inspiration from is “SPAZ – Space Pirates and Zombies”. I have enjoyed both of these games for countless hours, hoarding the virtual credits and resources, building more and more power to explore further, expand confidently, exploit effectively and exterminate once and for all.
There is yet another inspiration for this space game: “EVE Online” which I played for a couple of years. And this one is a very personal challenge for me, because I would like to create a multiplayer game, definitely not of the scale of “EVE”, but at least of a scale that makes sense for a group of friends to work together on something larger than themselves and to compete (or ally) with other groups.
The personal challenge here is – I am almost clueless when it comes to programming games with networked support more complex than Tic-Tac-Toe. This is going to be a huge learning experience for me, and if you have any hints to offer, I would appreciate them greatly.
I will release this game as an early access version with as many features I manage to complete by the end of this year.