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Game Design » History » Version 1

Sam Pearson, 05/04/2026 05:12 AM

1 1 Sam Pearson
# Game Design
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## MVP Game Loop
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- roll like 4 randomly generated kaijuchan per "hand"
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- player rolls 3 hands, has a chance to buy kaijuchan from each
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- build a full hand by the end of the last pull
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- gauntlet run aka roguelike loop through combat rounds:
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  - roll new hand
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  - fight them (compare of single stat like hp or charisma)
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  - can copy one kaijuchan per round
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  - copies go into storage
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- manage kaijuchan team between combat rounds
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- progressively roll higher and higher level kaijuchan to fight against
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- catch and rotate higher level kaijuchan into your team to keep up
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- go for highest number of rounds before you either
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  - lose all your kaijuchan in combat or 
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  - "retire" a full team of kaijuchan (retiring takes them out of your party and storage for this run)
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## Better Combat:
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- game engine (combat actions/field actions X items/kaijuchan moves)
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- currency
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- items & inventory (example items that up each stat and teach a small handful of kaijuchan moves)
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- shops
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in between gauntlet runs: sell kaijuchan cards, buy items, use items to increase your party's stats
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## Game Client:
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- game client (tkinter)
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- title screen
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- view kaijuchan
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- begin combat run
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- buy items
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- view gameplay stats and retired teams
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## Towns:
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- transit menu
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- can travel to electricity, earth, water, or normal town
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- each town restricts gauntlets to kaijuchan of their type
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- each town has an npc that you can talk to between gauntlet rounds
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- each town has its own currency and item shop