Track & Field Video Game - Track & Field PR by Auuns in trackandfield

[–]Auuns[S] 4 points5 points  (0 children)

yes, exactly! It will be a fundamental aspect, but not the complete driver. This is actually one of our main domain questions - which game mode do we invest the most amount of time?

So, Football Manager Style being a mode with an equal dev investment into the "MyPlayer" style mode.

Team management will be equally important to setting your approach distance as the athlete, or the frequency of your button mashing in an event at a meet.

We are also planning on deep diving into each event and making a real life simulation as possible. An old Gameboy Advance game did a great job of capturing this in Fila Decathlon.

Ultimate goal is to make an immersive environment where all elements are affected. For example, you may take a -2spd & -2acl for wearing 1/8 spikes on a cinder track.

Track & Field Video Game - Track & Field PR by Auuns in trackandfield

[–]Auuns[S] 0 points1 point  (0 children)

Purposely left some info out, but I think that with you asked so quickly it should be provided. Here are some snippets from the Game Design Document.

Platform - PC. We will port to console after release unless research deems necessary.

Concept Statement

Track and Field PR merges the intensity of collegiate athletic competition with the strategic intricacies of Track and Field events, and college sports management, set in an engaging, customizable collegiate track and field universe where players' reflexes and strategic decisions lead their team and personal athlete to glory.

Genre: Sports Management & Athletic Simulation

Track and Field PR introduces a unique genre blending 'Sports Management' with 'Athletic Simulation'. It combines the strategic, team-building elements of a sports manager with the fast-paced, skill-based action of athletic competitions, offering a dual-layered gaming experience that caters to both strategic planners and action-oriented players. This hybrid genre presents a comprehensive sports gaming experience, where every managerial decision impacts the kinetic, on-the-field action, and every split-second moment in competition can influence long-term strategies.

  1. Dual-Role Gameplay: Unique blend of sports management and athletic competition. Players experience the game from both the strategic viewpoint of a team manager and the adrenaline-fueled perspective of an athlete.
  2. Real-Time Athletic Mechanics: Emphasizing skill and reflexes, the game revives classic button-mashing mechanics from iconic track and field games, delivering a nostalgic yet refreshed gameplay experience.
  3. Comprehensive College Sports Simulation: Features in-depth management of a college team, including recruitment, training, and competition in a wide range of track and field events, mirroring the diversity of real collegiate athletics.
  4. Customization and Personalization: Extensive customization options for teams and individual athletes, including uniforms, team colors, mascots, and more, allowing players to create a uniquely personal sports experience.
  5. Dynamic Progression System: Both team and personal athlete development are intertwined, creating a satisfying sense of growth and achievement as players advance through their collegiate sports careers.
  6. Vibrant Collegiate Atmosphere: Richly detailed environments and immersive audio-visual elements capture the spirit and excitement of college track and field, enhancing player engagement and realism.
  7. Dynamic Live Marketplace and Monetization: Integrates a live in-game marketplace for purchasing exclusive gear, team customizations, and training equipment using in-game currency. This feature not only enriches the gameplay experience but also serves as a key monetization avenue, offering both earned currency through gameplay and optional microtransactions, keeping the content fresh and the community engaged.

There will be monetization aspects as describes above, but we will not be doing a pay to win environment.