A downloadable game

Work in progress, needs a real writer

hi, im Derrick and i have been paying attention to all the "what if" and "the  40k game i want" posts. So, this isnt my game design, just a wishlist of items i see people posting they would like to see in a game and trying to fit it together


Here's an early draft concept for a Warhammer 40,000 game that Players want "White Paper". Im no writer and an ai helped with this, im a visual arts guy, and I want to make the Planet and terrain art. So, need a writer to take over the text part and do a better job on this

Goals

- Voidships should be to-scale with the planets, a battleship might be 10 times bigger than a frigate and a planet should be 10,000 times bigger than the frigate ( and crew should be injected into space when critical bits are damaged). There should be orbital bombardment that makes a difference in the game session and on the strategic map.

-2 to 100 Players in a battlezone. Battlezones could be anywhere along the Front (since i like tanks, imagine a horizon to horizon arena with tanks and artillery), a specific action (like defending a strategic location) or concentration order placed on strategic map from high ranked Player.

- Establish a gritty, fast-paced shooter experience set in the grim dystopian universe of Warhammer 40k

- Allow players to progress through various military ranks, from entry-level Trooper to Voidship Captain or Spacemarine (rule might be, "no multi crews" but, the tier list would need work. i just want to make maps)

- Enmesh the narrative within a single, pivotal planet, featuring key strategic points for epic battles and real-time tactical playKey Gameplay Elements:1. Military Rank Progression:

- Begin as basic Trooper, aiming to climb through the ranks:+ Common: Soldier, Squad Leader, Commissar + Uncommon: Lieutenant, Commander + Rare: Captain, Voidship Captain or Special troopers like Assasin or Spacemarine 

- Each rank provides incremental upgrades: increased weapon power, new access to tools and equipment, expanded actions and abilities.

- Ranks offer prestige value within the faction2. Squad Dynamics & Leader Roles:  

- Squads are predominantly AI-controlled, but provide players various roles as they progress:+ Common: Standard Trooper with AI teammates+ Uncommon: Squad Leader, exerting battlefield command over AI squadmates+ Rare: Elite positions (e.g., Inquisitorial Agent, Genestealer Cultist Icon)

(like, yeah, the Assasin can spawn right into an enemy held area and kill the General)

**Session Structure & Progression**:- Game sessions are limited to 2-hour intervals, ensuring concise yet intense combat experiences

- Each session concludes abruptly at the start of the next odd-numbered hour, resetting the battlefield and allowing new players to join

- The sudden session ends and fresh starts create a sense of urgency, as players must make the most of their 2 hours to earn rewards and promotions

- This schedule allows for multiple daily play sessions, offering frequent opportunities for players to participate and advance their characters

**Ranking System & Unlocking Progress**:- Players earn experience points (XP) through combat, objectives completed, and other in-game activities

- XP is used to progress through the standard online tier ranks, with each rank representing a new level of combat prowess and access to more advanced weapons and equipment

- Players' maximum rank at spawn is capped by the rank they've previously unlocked, providing a tangible sense of accomplishment and agency in their character's development

- Surviving an entire 2-hour session grants a guaranteed rank promotion for the next session, giving players a concrete reward for their tenacity and skill under pressure

**Command Roles & Offstage Contributions**:- As players climb the ranks and gain experience, they'll have opportunities to transition from frontline combatants to strategic leaders and coordinators

- Specifically, reaching certain milestones could grant players access to off-game leadership roles, where they provide directional input and set objectives for future sessions

- These strategic efforts would focus on allocating resources, directing focus to vital targets, or concentrating efforts on key geographic areas

- To streamline this gameplay loop, consider implementing strategic planning during the session "downtime" - between game sessions, ideally within the lobby or menu systems

- Players could select concentration zones or issue orders for the upcoming session, tasks that would then be executed by AI-controlled forces during the next 2-hour interval, regardless of participating players

- If no players are able to join and execute the assigned tasks, the in-game AI would step in, carrying out objectives and influencing the strategic map accordingly

- This blend of dynamic player interaction and calculated AI action would simulate the broader war efforts and command decisions, enriching the overall narrative and immersion within the Warhammer universe

**Player Count Flexibility & Scaleable Engagement**:- Design the game to comfortably support the spectrum of player counts expected, from solo engagements to intense battles with 100+ participants

- While optimized for larger encounters, the gameplay should inherently offer fun and challenges for 2-player matches, utilizing clever level design, environmental hazards, and strategic objectives that encourage cooperation and competition

- Implement robust player matchmaking mechanisms to smoothly pair individuals or small groups with similar preferences and skill levels, ensuring the best possible experience regardless of available players

- Create an intuitive user interface and control scheme to accommodate both local multiplayer and online interactions, streamlining communication and minimizing any technical barriers

- Leverage the rich lore and world-building of Warhammer 40k to craft multi-level maps that accommodate varied player counts while providing visual interest and gameplay opportunities, such as vertical combat, secret routes, and strategic vantage points

- at one point, the game could take on RTS gameplay, where high ranking players could place buildings on terrain much like traditional RTS.. this could be done in L9bby before joining session

This flexibility in player count will allow the game to reach a broader audience and maintain appeal across different social settings and play styles<br />

hwy, what if, if you die, you gotta wait until the tick to respond, force players to buy a new starting character. i mean, thats good, that could let tank commander/gunner positions open. 2 or 3 people could have fun in a tank together

(it would be nice to procedurally generate a new planet after first one is conqured, would add a new level of gameplay to voidships)

By keeping core gameplay mechanics engaging for 2 players while showcasing the power of larger group conflicts, the game can establish itself as a compelling multiplayer experience within the Warhammer universe

ok, personal notes, i have made a 40k game before back in 1993, before and after that i was involved in military simulation stuff, then i did Mechwarrior 4 as a terrain artist. designed alot of the Halo multiplayer stuff (working closely with the network people) i feel i can, with help, bring a fantastic 40k experience to the Player (i dont write very well, tho, id rather do art and code). Ive been working on a famgame for several years, thats noth8ng to do with this idea. my fangame is really just for me, and maybe 5k people, its going to be very nich, and is really "practice game", i would like the chamce to make a 40k good and right, and i think this is what the Players want just gleaning bits from what ive seen on peoples game wishlists online


Concept Demo needs

I think a single level, one faction with at least 3 interesting troop types and alot of bots on cool battles pace would be a good proof of concept demo to show GW. Just 5 mins of gameplay showing off the different play types (Trooper, voidship, and RTS builder stuff)

A good writer.

Social media person.

Network, there's plenty of network multiplayer assets on the asset store, im not gonna worry about multiplayer f0r concept Demo

A nice 3D planet, im goin to look at how Starfield did their planets. The planet should look good from the ground and from Space, and we want gameplay in Space and the ground to affect each other. 


Section 2, "What does GW want?"


They want a revenue stream.

They want new ideas that expands the Lore.

They want to protect their IP and not cheaper it.

They want to have fun in this universe, too


Section 3, How to make the demo

Start with that planet, and make sure the terrain is procedural and nice to look at. We want to show off the intense battle scene that players want (you know, the c9ver of any good book), so start from there, pick a c0ncept piece and try to recreate that in scene. With lots of explosions and guys getting killed in interesting ways. (Both sides have the same troop types, just different color uniforms). I'm gonna go study sme ww2 combat photos of battlefields and get back to this

a, Me, and my Motivation 

Look, back in 1994 I was working for a company called Leaping Lizard  and we made a really cool videogame, but almost nobody got to play it because the publisher, mindscape went out of business just weeks after we were done. And, the burns, I really want to make a 40k people will get to enjoy. Here's a vid of old 90s game,


 40k means alot to me and i love making games (i have 15 years professional games experience. Id like some help from the community to refine the idea and exand on it. i need some help making a concept demo to show GW (seperate from my fangame, new project, so someone will organizing skills should take over. im hoping someone will make a Discord server and invite me in it )


and a link to my discord, 

https://discord.gg/SnGsKVg

Published 2 days ago
StatusReleased
AuthorDerrickMoore