My first solo project is upon us and is modest in scope. It is a Arms Dealer/Biz Sim for PC/Mac, IOS and Android with PC/Mac launch first and mobile following 60 days later. The game is being made by three industry veterans who are interested in exploring the elements of classic games that are still viable.
As a Biz Sim the game is mainly played from a series of menus on a world map. Much of the game is static with the exception of cargo shipments via ship, plane and truck and random news updates popping up. The game has three chapters, each with a different focus. In the first phase of the game the player is a street level dealer. This game will play similar to the classic Drug Wars games/clones. The player will buy low in one city and travel to another to sell. Random opportunities will pop up such as bribing/robbing gun stores, encouraging a shootout between police and criminals or rival gangs and then cleaning up the aftermath to reclaim and sell the guns. The latter obviously a risky proposition. There are other currently secret elements to the gameplay to add depth, but I don't want to spoil all surprises. The goal of this phase is to raise $15 million dollars so you can buy an Import/Export company and go international. This takes us to phase 2.
Phase 2 is the global game. You are now an international gun runner, a la Lord of War with Nick Cage. You buy guns, tanks and planes from corrupt generals and the black market and sell them to countries in need. This time you have an intelligence firm that you can hire to spy or instigate a conflict between nations. When there is a conflict the demand for number and style of arms rises. Just don't get caught. You can also bribe generals to sell you greater quantities and a better selection of weapons and vehicles. Obviously you can no longer just drive your cargo to another city. Delivering tons of illegal goods requires strategy and finesse, especially with Interpol on the lookout for you and other criminal organizations. They randomly search shipments and if they find one containing arms they will investigate the origin country and potentially find you there. You can click on any of those shipments on the map and if the captain has room in his cargo hold he can be bribed to pick up your cargo and deliver it for you. You can also pay for false cargo to further disguise your illegal goods and decrease the chance of discovery if searched. Once better established you can purchase your own vehicles for transport that will give you options to have larger holds or more stealthy delivery or perhaps faster travel speed. Everything has it's trade offs. The goal of this phase is to raise $15 Billion to purchase a new clean identity and purchase a famous but failing weapons manufacturer.
This phase of the game is a more direct biz sim. The goal is to manufacture, market and sell your weapons. You can develop new contracts for bids and hope your weapon performs high enough to secure the lucrative contracts. You can charm and bribe the decision makers to affect their decision but not outright change the outcome. You can research new technologies to improve your past designs or aid in new innovative models. There is no end game to this mode, beyond becoming the predominant manufacturer on the planet. The game play continues after that as long as you like. Country after country, contract after contract you can continue to expand operations with distribution/marketing offices in new territories and covert operations to affect decisions to buy or perhaps to incite profitable revolutions inside unstable countries.
Features:
*A library of 150 Weapons and Vehicles with art and basic information
*Random generation of news stories of two types: Entertainment and game affecting/affected
realistic results - Triple randomization ranges ensure that you will never have the same situation, never the same risk, never the same outcome. Every game will play somewhat unpredictably. Just like in real life, there is a range of outcomes and degrees of success or failure. The hidden triple randomization also ensures that the game can not be effectively meta-gamed. The decisions will always have to be made with an element of faith since some of the results are hidden from a player. Your decisions may fail and you will be blind to that fact until it's too late, or it may not even matter due to good luck elsewhere.
*Steam workshop functionality - Add your own content, some mod capability
* Choice between 2 art styles(hopefully - need more funding first)
* Realistic shipping lanes, air travel paths, convoys
* High Score board and achievements/trophies
Phase 2 will be the prototype for the game and will be released in 60-90 days. I will use it to raise the money to finish the rest of the game either through Kickstarter or through Early Access/pre-orders. This is a niche game and not for everyone. I am not offended if it's not for you. This is a game for people who like games like Drug Wars, Plague Inc, GameDevStory, etc. It's a calm strategy game that has high re-playability and appears simple at the outset but develops depth as you learn the ins and outs as well as the interconnecting factors.
I have a talented programmer who is making excellent progress. I have a professional artist but we are undecided about the art style of the game and I could really use your help! I can't decide between a realistic Satellite Image style map and realistic graphics(like Plague Inc) or a classic retro style like Balance of Power. Finally, I could do something to compromise like the Axis and Allies or Risk map, but this is the most difficult to develop a cohesive art style for.
Please see the examples and weigh in. Thanks so much for your help guys and gals!
REALISTIC
RETRO
COMPROMISE