I am looking to create a game for kids and grown up alike called stick strike showdown

  1. Concept Overview
    Game Name: “Stick Strike Showdown”
    Genre: Sports / Arcade
    Platform: Console, PC, or Mobile
    Style: Cartoonish or realistic, depending on target audience and artistic direction.
  2. Game Design
    2D Version:
    A. Visuals:
  • Graphics: Simple 2D sprites for characters, sticks, and environments.
  • Environment: Flat, side-scrolling view with a static background and interactive elements (e.g., obstacles, target zones).
  • Animations: Basic animations for swinging the bat, striking the striker, and striker movement.
    B. Gameplay Mechanics:
  • Controls:
    • Movement: Arrow keys or joystick for character movement.
    • Bat Swing: One button to initiate the swing. Use timing to hit the striker.
    • Special Actions: Additional buttons for power shots or special abilities.
  • Physics Engine: Basic physics for striker trajectory, influenced by swing strength and angle.
    C. Levels and Challenges:
  • Stages: Various levels with different field designs and obstacles.
  • Obstacles: Dynamic or stationary hazards in the field.
  • Target Zones: Clearly marked zones where the striker can land for bonus points.
    D. Scoring System:
  • Distance Measurement: Automatic scoring based on where the striker lands.
  • Bonuses: Points awarded for accuracy, avoiding obstacles, and special achievements.
    E. UI Elements:
  • Score Display: On-screen indicators for current score, bonus points, and remaining turns.
  • Feedback: Visual and auditory feedback for hits, bonuses, and penalties.
    3D Version:
    A. Visuals:
  • Graphics: 3D models for characters, sticks, and environment elements.
  • Environment: Fully 3D field with depth, dynamic lighting, and interactive elements.
  • Animations: Detailed animations for character movement, bat swings, and striker dynamics.
    B. Gameplay Mechanics:
  • Controls:
    • Movement: Analog sticks or WASD keys for character movement.
    • Bat Swing: Trigger or button to swing. Implement aiming using right stick or mouse.
    • Special Actions: Power-ups or special moves using additional controls.
  • Physics Engine: Advanced physics for realistic striker trajectory, including factors like wind or surface texture.
    C. Levels and Challenges:
  • Stages: Diverse 3D arenas with various obstacles and target zones.
  • Obstacles: Movable and interactive obstacles that challenge player precision.
  • Target Zones: Three-dimensional zones that players can aim for, with changing layouts.
    D. Scoring System:
  • Distance Measurement: Real-time measurement of striker distance with 3D visualization.
  • Bonuses: Points for accurate strikes, avoiding obstacles, and executing special moves.
    E. UI Elements:
  • Score Display: 3D overlays or HUD showing scores, bonus points, and other relevant information.
  • Feedback: Immersive feedback with sound effects and visual cues for different game events.
  1. Development Steps
  2. Pre-Production:
  • Concept Art: Create initial sketches and design documents.
  • Prototype: Develop a basic prototype to test core mechanics.
  1. Production:
  • Asset Creation: Design and model characters, sticks, environments, and animations.
  • Programming: Implement game mechanics, physics, scoring systems, and controls.
  • Level Design: Create and test different levels and obstacles.
  1. Testing:
  • Playtesting: Conduct internal and external playtests to refine mechanics and balance.
  • Bug Fixing: Address any issues or bugs identified during testing.
  1. Release:
  • Polishing: Finalize visuals, sound, and gameplay.
  • Marketing: Create trailers, demos, and promotional materials.
  • Launch: Release the game on chosen platforms with appropriate support.
  1. Post-Launch:
  • Updates: Address player feedback and release updates or patches.
  • Community Engagement:** Foster a community around the game with events or challenges.

I was not able to do anything except come with the concept, I expect to get a code and ui, ux, plus functioning prototype