Unity Developer Contest – Prototype for Mobile Survival/Strategy Game

Job ID: 39715233

Budget: €250 – €750 EUR

Contest Description:
This contest is dedicated only to creating a simple prototype with a prize of $100. The winner will be invited to work on the full game project (budget $2000–$3000).

Prototype Requirements (for this contest):

A simple top-down map (desert theme).

One basic building (tent or mud house) that can be placed/built.

A simple HUD interface showing 2–3 resources (e.g., water, food, scrap).

A basic interaction (e.g., adding a resource or increasing population).

Full Project (later):

Will include all major features such as resource management, building progression (tents → mud → modern), AI settlements, heroes, caravans, animals, map exploration, research tree, events, and story chapters.

Important Notes:

The $100 prize is only for the prototype.

The winner will be chosen based on code quality, visual design, and creativity.

The winner will receive a direct contract for the full project after the contest.

Required Skills: Unity 3D, C# Programming, Game Design, Mobile Development.



General Concept

An offline survival/strategy mobile game.

Post-climate disaster world → endless desert.

Player leads survivors to build an oasis → thriving settlement.

Core mechanics: resource management, building, research, caravans, alliances or wars.

Core Loop

Resource gathering.

Population care.

Building progression (Tents → Mud Houses → Modern Homes).

Facing threats.

Map exploration (Oases / Caves / Treasures).

Interaction with AI settlements.

Recruiting and developing heroes.

Research.

Expansion and conquest.

Resources & Capacities

Water: drinking, farming, desalination, livestock.

Food: dates, vegetables, meat, eggs, milk.

Scrap: construction and crafting.

Energy: wind/solar for desalination and lighting.

Advanced: chemicals, medicine, hides, wool, feathers.

Capacities: tanks, silos, warehouses.

Population

Roles: farmers, desalination workers, guards, explorers.

New survivors increase workforce but raise consumption.

Buildings & Progression

Tents → Mud Houses → Modern Homes.

Farms and animal pens evolve gradually.

Basic: desalination, tanks, farms, housing, energy.

Support/Security: guard post, clinic, workshop.

Exploration: garage, watchtower.

Advanced: industrial plants.

Animals & Poultry

Poultry: chickens/ducks/quail → eggs + feathers.

Animals: goats/sheep (milk/meat/wool), camels (milk + caravan load), horses (speed/scouting/raids).

Infrastructure: coops, troughs, feed storage, veterinary clinic.

Crafting: tannery for leather.

Hunting/Taming: gazelles, rabbits, birds.

Research: fertility, immunity, production.

Caravans & Vehicles

Caravans with camels/horses.

Old vehicles (require scrap/energy maintenance).

Missions: trade, exploration, raids, rare adventures.

Map & Adventures

Oases: seasonal water points + outposts.

Caves & Ruins: puzzles/dangers + rare rewards.

Buried Treasures: collect fragments → full map → dig site (with traps risk).

Heroes

Rarity: Rare – Epic – Legendary.

Roles: security leader, engineer, scientist, explorer, tamer.

Development: XP + shards + gear.

Skill Examples:

Light Engineer: +lighting range / −energy use.

Caravan Elder: +camel speed / −ambush risk.

Tamer: +milk/egg production / −diseases.

AI Settlements

Metrics: strength, economy, loyalty, alignment.

Interactions: trade, taxation, war/siege, merging.

Civilization progression: tents → mud → modern.

Research

Desalination/filtration.

Farming (drip irrigation/greenhouses).

Energy/batteries.

Defense/early warning.

Management (time/storage).

Animal breeding (fertility, production, immunity).

Lighting (range, efficiency).

Story Chapters

Shimmer of the Tent: camp founding, first well, first storm.

Clay & Power: mud housing, taxation, Iron Vultures conflict.

Aquifer’s Light: treasure maps, caves, final battle over water.

Events

Great Sandstorm: production ↓, water use ↑.

Nomad Traders: limited-time deals.

Legendary Beast Hunt: rare gear materials.

Caravan Rush: competition in speed/number.

Settlement Siege: large-scale attacks.

Lost Oasis: treasure adventures.

Desert Festival / New Year: daily rewards, VIP bundles.

Interfaces (UI/HUD)

HUD: resources (water/food/scrap/energy/milk/hides) + CLS + quick buttons (build/map/heroes/research/livestock/store).

City Lighting: heatmap showing illuminated vs. dark zones.

Animal Breeding: animal card (health/hunger/thirst/production/breeding).

Caravans: choose mounts, cargo, heroes, lamps + time/risk display.

Treasures: interface for map fragments, merging, location, digging.