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Oregon Trailer Park: Design Outline A post-apocalyptic, deck-building roguelike where survival hinges on scavenging, combat, and managing your crew’s sanity. Here’s a structured breakdown of core mechanics, themes, and features: Core Mechanics Deck-Building Start with class-specific cards (e.g., Tweaker begins with "Improvised Pipe Bomb" or "Meth-fueled Sprint"). Acquire new cards via scavenging, trading, or defeating enemies (e.g., "Rusty Chainsaw," "Radiation Suit," "Corporate Contract Betrayal"). Remove/add cards at trailer park "safe zones" (costs resources). Turn-Based Combat Battles against raiders, mutated creatures, and Corporate enforcers. Use action points for attacks, defense, or special abilities (e.g., Brawler’s "Knuckle Dust" stuns enemies). Environmental hazards: Toxic pools damage both sides each turn. Resource Management Track Food, Fuel, Scrap, and Chems. Chems act as currency/moonshine-crafting ingredients (critical for trading and buffs). Starvation or radiation sickness adds permanent debuff cards to your deck. Party Permadeath Lose a party member? Their cards are removed from your deck. Replace them by recruiting survivors at random events. Classes & Starting Bonuses Tweaker Starts with "Stimulant Rush" (draw 2 extra cards per turn, but take radiation damage). Bonus: Craft chems from toxic waste. Scout Starts with "Snipe" (ignore enemy armor) and "Scavenger’s Luck" (better loot odds). Bonus: Reveal map hazards early. Brawler Starts with "Junk Armor" (damage resistance) and "Crowbar Toss" (AOE damage). Bonus: Intimidate enemies to skip combat. Journey Structure Node-Based Map (like Slay the Spire): Choose routes with risks/rewards: Scavenge Sites: Draw from a "junk pile" card deck. Trader Camps: Trade chems for gear or hire mercenaries. Corporate Checkpoints: Pay with resources or fight. Random Events (Oregon Trail-inspired): Toxic Rainstorm: Lose Fuel or take radiation damage. Mutant Attack: Draw 3 combat cards to resolve quickly. Mysterious Moonshiner: Buy a powerful buff (e.g., "Adrenaline Shot: +1 action per turn for 3 battles"). Thematic Endgame Reach the rumored "Clean Zone," only to discover it’s a Corporate trap. Final boss: The CEO’s Bio-Mecha. Multiple Endings: Join the Corporation, overthrow them, or escape to the irradiated wilds. Art & Tone Visuals: Grungy, cel-shaded trailers, neon toxic waste, and mutated wildlife. Writing: Dark humor (e.g., "Your '98 pickup truck breaks down. Again. Maybe duct tape isn’t* the answer."). Music: Twangy banjo mixed with glitchy synths. Unlockables & Replayability Unlock new classes (e.g., Rad-Witch or Corporate Defector). Discover hidden "recipe" cards for crafting overpowered items (e.g., Nuke Moonshine). Daily challenges with leaderboards (e.g., "Reach the Clean Zone in 10 days"). Tech Stack (Browser-Based) Phaser.js or React + Redux for turn-based logic. Procedural generation for maps/events via seed-based RNG. Save/Load system using local storage. Oregon Trailer Park A post-apocalyptic deck-building roguelike where survival hinges on scavenging, combat, and managing your crew’s mutations and sanity. Core Mechanics Deck-Building Start with class-specific cards (e.g., Tweaker begins with "Improvised Pipe Bomb" or "Meth-fueled Sprint"). Acquire new cards via scavenging, trading, or defeating enemies (e.g., "Rusty Chainsaw," "Radiation Suit"). Remove/add cards at trailer park safe zones (costs resources like Scrap or Chems). Turn-Based Combat Battles against raiders, mutated creatures, and Corporate enforcers. Use action points for attacks, defense, or abilities (e.g., Brawler’s "Knuckle Dust" stuns enemies). Environmental hazards: Toxic pools damage both sides each turn. Resource Management Track Food, Fuel, Scrap, and Chems. Chems act as currency and moonshine-crafting ingredients (critical for trading and buffs). Starvation or radiation sickness adds permanent debuff cards to your deck. Party Permadeath GIGANT-218-EVOLUTION Lose a party member? Their cards are removed. Replace them by recruiting survivors at random events. Classes & Starting Bonuses Tweaker Starts with "Stimulant Rush" (draw 2 extra cards per turn, but take radiation damage). Bonus: Craft chems from toxic waste. Scout Starts with "Snipe" (ignore enemy armor) and "Scavenger’s Luck" (better loot odds). Bonus: Reveal map hazards early. Brawler Starts with "Junk Armor" (damage resistance) and "Crowbar Toss" (AOE damage). Bonus: Intimidate enemies to skip combat. Journey Structure Node-Based Map (akin to Slay the Spire): Choose routes with risks/rewards: Scavenge Sites: Draw from a "junk pile" card deck. Trader Camps: Trade Chems for gear or hire mercenaries. Corporate Checkpoints: Pay with resources or fight. Random Events (Oregon Trail-inspired): Toxic Rainstorm: Lose Fuel or take radiation damage. Mutant Attack: Draw 3 combat cards to resolve quickly. Mysterious Moonshiner: Buy powerful buffs (e.g., "Adrenaline Shot: +1 action per turn for 3 battles"). Thematic Endgame Reach the rumored "Clean Zone," only to discover it’s a Corporate trap. Final Boss: The CEO’s Bio-Mecha. Multiple Endings: Join the Corporation, overthrow them, or escape to the irradiated wilds. Art & Tone Visuals: Grungy, cel-shaded trailers, neon toxic waste, and mutated wildlife. Writing: Dark humor (e.g., "Your '98 pickup truck breaks down. Again. Maybe duct tape isn’t the answer."). Music: Twangy banjo mixed with glitchy synths. Unlockables & Replayability Unlock new classes (Rad-Witch or Corporate Defector). Discover hidden recipe cards for crafting overpowered items (e.g., Nuke Moonshine). Daily challenges with leaderboards (e.g., "Reach the Clean Zone in 10 days"). Tech Stack (Browser-Based) Frontend: Phaser.js or React+Redux for turn-based logic. Procedural Generation: Maps/events via seed-based random number generation (RNG). Save/Load System: Local storage for progress. Survive the wasteland. Outsmart the Corporations. Keep your crew sane—or die trying. - Initial Deployment
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increase font size by 5% - Follow Up Deployment
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