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World Map
World map will be top down
The avatar for the player in the world map view is one of several pets, which enable quick travel across the world map
Random encounters take place outside of settlements and will be more likely in certain areas – such as tall sea weed.
There could be a danger meter on the HUD to inform players of the relative threat in their location
Certain areas could be home to large ‘boss’ creatures
Settlements will be side scrolling with options to enter several buildings
We considered having a day/night cycle with bio-luminescent fish coming out at night
Time could also feature within this cycle, as certain buildings or objectives could only be available at certain times of day
Outside a central hub-city, there will be several smaller cities within a countryside setting
Further out from there will be the badlands area, with increased chances of random encounters and with more ferocious creatures
We have decided to remove the additional weapon-limb concept to make the visuals more consistent and ease the design process
Instead, the player will gain attacks and DNA points from enemies they defeat
They will begin with 1 attack – decided by the species they choose to play as
From then onwards, every 10 levels, they will gain a slot to add a new attack to
Every attack gained from an opponent will be available in the weapon slot screen floating above the available slots
These can then be dragged and dropped onto a slot to make them available to the player in battle
DNA points will act as XP for the player and be gained for completing quests or defeating opponents
They will appear, floating on the skills screen with a slot for several stats, each of which can have DNA points dragged and dropped onto them
They will each have a maximum level and DNA can be removed from each stat and reassigned – ‘natural selection’ as a cheesy title perhaps
Level system
We are considering either 50 or 100 levels, with a major evolution every 20% - being 5 or 10 respectively
There will be a selection of 6 starting creatures for the player to choose from
These will each evolve 5 times but randomly; every 15-30 levels rather than every 25
This could make the levelling process more personal and unique for each player
The different creatures will start at different positions on the world map, with different back-stories and quests
We have decided to use real voice acting rather than text, to make the game more interesting and potentially save time
A new character ‘king prawn’ has been added as the king of the entire realm
A name of ‘Mikros’ has been assigned to the world – as it means small in Greek
And the group has decided upon ‘Microbe’ as the title for the game

