Starting to think about all sorts of game mechanics that we can put into the UDK engine.
These first four are simple enough to start with...
The twist is that the mechanic must revolve around a particular model that could be essentially sold as a toy. I might as well come up with a game name for this mechanic.
The toy's gotta be official!
1 - Bumper Droids
2 - Hoverboard Race
3 - The Pit
4 - Galactic Dogfight
5 - Thunderdome
6 - Powertower
7 - Dajbaul
8 - Escape the Esplosion
9 - Juggernaut Annihilator
10 - Beware
11 - Snap Shot
I'm not going to explain them all to you, but the four in the sketch above (from top to bottom) are
The Pit, Powertower, Thunderdome, and Dajbaul.
The Pit, you play as a droid with a jetpack and a railgun. You must kill all enemy droids. The hover platforms will assist the player at reaching a higher vantage point than your enemy. However, the platforms, once given pressure, slowly lower to the bottom of the pit. The railgun is a great weapon for this game. The weapon's special ability can knock your enemy right out of the air.
Powertower, is ultimately an upward cylindrical obstacle course. Maybe put some checkpoints in there to be nice.
Thunderdome is a vehicle arena, full of terrible traps. Cars might be unlikely for such a quick project, but some kind of hover vehicle would work great.
Dajbaul is inspired by the game Dodgeball. It's exactly what it sounds like, except with rocket launchers.
If there are any other questions about these other game names, let me know, I will elaborate.
Here's another page I added into the sketchbook.
Just some notes and ideas on the mechanics...
I thought up two new mechanics as well.
Beware is an idea for a horror platformer. This game would involve flipping on switches, navigating through darkness, and trying not to get axe-murdered.
Snap Shot is based around a highscore system. The player drives a vehicle called the Scorpion. The vehicle can move and shoot it's auto-cannon at the same time. The player must reach a particular destination while shooting at (noticeable) targets. If the player reaches the destination, they win. The high score can be based on how fast you completed the course, versus how many targets you hit.