Mechamon Design#
Like all parts of this documentation, this is a living document and subject to change. While the prototype is operating on assumptions, this will be used to record intentional design thoughts.
Building and Customization#
I want the customization to not be raw menu based. While this is fine in other robot games, I want a feeling of the physicality of customization and want to bring a lightweight simulation style game to the customization:
Menus are replaced with labeled (and smart sorting) drawers where you can select the parts you want.
This would necessitate certain constraints on part design:
Much of the performance of a model should be in hidden, invisible, or superficial places. Base speed, base health, accuracy, number of weapon slots, how they combine into fire control.
External parts (legs, arms, eyes, armor shells) should be modifications on the base stats allowing fine-tuning of the performance of the robot.
In general, the cores can be the primary differentiator in raw power, with the external parts being free to collect at any time.
The actual process of building should be more or less like building a PC: you need to remove the external casing to reach the easily available parts, and those need to be removed to access core parts. All of this needs an interface that makes managing a change feel accessible.
Also, make sure there is a “simplified” UI for folks who would prefer to skip the simulation game.