Unity Developer Contest – Prototype for Mobile Survival/Strategy Game
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.
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.