SSG | Apps
Smartphone Social Games
下のゲームはゲームシステム別になります。
上のTop25種類は書いていますが、その他にも色々あります。
Center Castle/TownHall/BigRock
Resource+battle Common mechanics
Civilizations Wars, Buccaneer Blitz
ビジネスシミュレーション+アポシステム。
第一世代ソーシャルビジネスシム、そのカテゴリーは満杯
cook > wait > collect
expand restaurant
NightclubStory, RestaurantStory, BakeryStoryなどのTeamLavaゲームは大体一緒。
Pet games
key mechanic of breeding, limited by number of free breeding slots.
卵+ハビタットの合成システム
TODO - petgame mechanics esp breeding
Pet management + breeding of Dragons
upgrade dragons
place them in suitable habitats
Eggs | |
Hatch | |
Habitat for the types of dragon | |
Speedup (impatience) is main billing mechanic. | |
Rainbow Dragon for xmas: $100!
Key monetize point: speedup (“finish now for 1 gem?”)
references: PocketFrogs breeding + collection mechanic
課金ポイント:スピードアップ(あせっていらいらすること)
build > wait > collect rent > upgrade > repeat
tune to meet goals
tourists move on their own, not required to manage them or assign jobs.
different goals for your city, you have to keep growing but balancing different needs.
as the city grows, other requirements come in focus. eg need more electricity or plumbing.
similar to SimCity balance of Residential/Industrial.
as activity rises, so does Crime etc.
Problems:
requires multiple islands as player soon fills up first island. this is a problem as you don’t want to “leave behind” the stuff you’ve invested in so far to build up the first one.
facebook/HTML5
Center castle’s levels controls size of overall population
add more houses on the map to generate more rent
houses cost food. you have to grow food and feed houses
peasants > villager > knights house
generate coins: longer period but more coins
Troll wacking > cost HP, generate XP
http://www.slideshare.net/wooga/killer-game-loops-in-social-games
build more houses > increase population > get more rent > finish construction > gain XP
road unconnected houses don’t generate income
building types: shops, business, … road
goods take many minutes to mature
remove trees
quests drive to invite players by email
move items: -money
sell items: +money
buildings: size, X income / minute, initial cost
add decorations near houses to increase their rent
putting flowers next to a building increases its rent.
certain buildings react better to certain items (eg house+flowers, factory+purifier..)
special buildings have to be within X range of each other. eg a factory has to be close to a mine.
have to connect shops to a road to activate. connect new buildings to the town hall.
trading with people creates benefits for you both (gold and XP bonus)
you need bakery to make items to trade (also tailor, other shops)
you have to harvest resources before you can build items.
“workers” are also a limited resource so you cannot build too many things in parallel.
storage house: has limited storage so you cannot keep harvesting forever - you need to keep repeating a loop of harvest, store, use...
mine resource > haul > store > craft items > sell > buy buildings > collect tax
jobs mechanic: population becomes a limiter
specific people contribute to society
deco items increase tax
shops manufacture items from resources
level up: increase max population, larger houses for more concentrated villagers, shops can make premium items
have to maintain ratio of shops:houses (first shop=3 houses = 3 villagers)
upgrade houses = adds villagers
(clone of TradeNations? with pet building)
ゲーム性を拡張するために、資源の様相相が入っている
“Big Rock” is a symbol in the background, controls your level and other in-game features. It shows the requirements you need to upgrade the village.
Upgrading Rock costs resources (wood, coins, rock) and unlocks new buildings.
Decor items cannot be upgraded, so have only one-off value.
Haulers: have to hire to deliver resources
Items are made by the stores, some items take longer but sell for more coins
eventually: raise dinosaurs to battle the T-Rex and get back your village.
many categories mixed together...
TODO analysis
Each time-slice resources are generated. location can only hold a certain amount.
Come back regularly to harvest or you are not generating optimum resources.
To hold each type of resource. Limited by level so you need to upgrade storage
Storage can be upgraded.
Storage can be raided unless you bank the items
buildings require workers. this finds a use for your population, and limits growth of the city or parallel actions based on current population.
new items require workers to fill the jobs.
eg to build a hospital in BattleNation you need 3 workers, but maintaining iron mine takes 2 workers...
Use villagers to transport resources between the generators and storage.
eg TradeNations. Get an extra bonus for trading. this also reactivates other player.
create more valuable items by mixing two resources. also acts as a sink for generated resources. building troops in the barracks is a form of crafting.
combining resources to generate items that can be sold for higher value.
requires you to plan ahead as to which items you want.
buy and sell ingredients/materials etc.
sell base resources you have mined (wood, stone etc)
for higher price you can sell crafted items (eg hammer made from wood)
P2P marketplace for real-time trading between users
Central castle that acts as a symbol of your village progress, but also controls what you can do. have to level this up (spend resources) to unlock new items.
リソース管理+バトルシステム
resource management + battle
chessboard turn-based strategy (which modern war doesn’t have)
battle mechanic - eg put the riot trooper with shield upfront, then put snipers, and mortar at the back. so deep battle strategy.
Hit high appstore rankings despite being very simple mostly text UI
Main map
cropland: produces crop resources
mines: iron, stone, wood
warehouse: storage of four main resources
main building: level controls overall growth
Barracks: make troops
Tech center: upgrade tech for new troop abilities
Marketplace: buy/sell resources
interesting: “enhance” feature allows to increase production for a short period: booster
TODO: travian analysis
TODO: analysis
TODO: analysis
http://forums.crowdstar.com/viewforum.php?f=362&sid=d034e6d293f814cd268009fd430f609e
http://support.crowdstar.com/entries/20572406-wasteland-empires-faq
scavenge to clear area and get basic resources | |
build to create provisions | |
items required to complete building | |
three types of resources | |
idle colonists are needed to complete most actions: building, creating troops, research | |
increase provisions to increase population | |
building grants XP to levelUp | |
research tree: new buildings and troops, dependencies | |
research costs resources, has dependencies | |
water wells have to be connected by road to expand your camp. wells cannot be moved once placed. | |
weapons have range and can be used to defend base while you are away. | |
quests drive to battle NPCs to advance storyline | |
build troops costs resources, based on tech tree status | |
map to select opponent | |
attack battle strategy allows choosing which units attack where. send in strong armor units to attract fire, and then follow up with non-armor “detonator” units. | |
TODO: analysis
TODO: analysis
upgrading buildings to a different level is gated by parts of the tech tree.
researching tech-tree items takes time.
we can have a linear tech tree (like Wastelands) or branching (like WoW, many other games)
Tech tree can be dependent on character class.
Unit types and properties
Barracks take time to generate new.
weapon types: bazooka can only attack land vehicles
machine guns: can use against mechs, infantry, helicopters
terrain: affects movement, vision
roads enable faster movement
roads enable supply of ammunition
air attacks move over any terrain
fuel is required
troop transporters can take troops to front lines
hospital to heal wounded units (at a cost)
solve maps in fastest time.
can sell resources while playing the map.
decisions: go for the gold, or sell resources - use gold to hire another worker. OR just try with one worker to complete the task without spending money.
operations take different time cycles, so keep your worker busy. eg harvesting resources (wheat) takes one cycle. crafting to flour takes two cycles. Optimize to keep your workers busy all the time.
have to decide which way to clear the level. try and clear in a quick time.
roadblocks: define the best path.
http://www.bigfishgames.com/online-games/11914/jack-of-all-tribes/index.html
コイン+2資源に限定していて、シンプルカジュアルでも遊びやすい、続けやすい探検
少しずつ進める。
3資源に絞って。道路作るリソース管理ゲーム
http://www.bigfishgames.com/download-games/14977/mac/roads-of-rome-ii/index.html
group a bunch of your workers together and surge the opponent.
http://www.simonvideo.com/games/civilizations-wars-hd-chillingo-ltd/
Facebook game but...
bonus per each page of the book
short-term goal: 66% of (LevelX) complete!
animal has favorite house, but you cannot call it directly, just hope they come.
strategic placement: types of house work better in different areas (coast/water/inland)
combination? house type + location = animal that will appear
http://www.hexatron.com/rogue/index.html?
California GoldRush
アイテムを買いながら宝探し。自分のキャラをアプグレードする
しかし persistent (自分のファーム、町など)のいつまでも残る/成長できるものがない。むしろ探検形ですが、驚きのものがない。
http://www.digitalchocolate.com/iphone-games/california-gold-rush/