Monday, 12 December 2011
Monday, 5 December 2011
Monday, 28 November 2011
Saturday, 26 November 2011
Friday, 18 November 2011
Fear 2 Game Environment Research
· Linear Environments: The environments in the game lead the player to the goal intended at the end of the level. Because of how the environment is structured and created, the player knows instinctively they way they should navigate around the map making the game incredibly linear. This is a good thing as it is very story driven and the ending goal is always something that connects the puzzle of what's happening together.
· Dark and Eerie Colours: The colours constantly used in game's levels are very dark and eerie and when they want to get a certain place or trail being highlighted, a vibrant colour would be used to show this. The colours adapt and contrast well together to give the game a scary feel.
· Story used in Environment: The environment around the game works well with how the story is being played out. The Linear Path being one reason for this, but also the objects and components that are put together in each level design to have some importance to how the story is important in that part of the campaign.
· Changing Happy Environments into Scary Environments: Some of the places you go through when playing the game are most of places you would associate with happiness and joy but the level designers had designed these places to be he complete the opposite and show a dark, menacing place instead. Environments such as schools and playgrounds are changed into dark and scary places which can make the player feel awkward in that level.
· Built to fight for survival: The environments thee player plays in are meant for you to participate in fire fights, not run and hide away from the enemy. You are meant to participate in fire fights to progress through the level and discover more about the story. It does this by providing little cover in the level and if there is cover, you are meant to use it as a way to recover health, recover ammo etc.
Why the environments work:
The environment works well for the game and its genre as it uses all the components well. Using dark and vibrant colours, the game is interesting to play, makes the player feel the emotion of fear and keeps the player's interest at the same time to learn what is happening. Even though using a certain colour spectrum, the game keeps with detail and is attractive for the genre it is meant to be. In the detail, here isn't enough for a player to use it is a way o hiding from enemies, you are meant to participate in battle and fire fights, and battle for survival which works for the level and the way the game is played as normally this works towards a story element being introduced or a transition from level to another occurring.
Left 4 Dead 2 Environment Research
· Usage of Day Time: Left 4 Dead 2 uses the Day time in its Horror/ First Person Shooter release in a way not many games in the same genre can. The day time is used to set eerie shadows in the game where enemies can lie in wait to attack and not be seen and playing it in the day time also makes the player play the game strategically different as even though they don't have to be using their sight as much as they would if it was in the dark, this means the infected your facing can spawn from more places and discover more places to attack you from.
· Usage of Night Time: Night Time is used like most games in the genre where it sets a scary atmosphere for the player t play in and means you have to be more aware of the environment your in as the enemy can come from any place. It also works really well with the sound in the game as your on edge because of the eerie music that is playing while running through the different levels.
· Urban and Rural Environments: The developers made varieties of campaigns and level types for the player to play in as it caused different experiences for the player. Playing through forests and rivers to cities celebrating a festival with bridges blowing up around you.
· Linear and Multi Path Way Usage: Most of the environment that the player plays in is a very linear path to get to the end but through that linear path you have chances to get to the same destination as you would following another path. Basically this changes the game every time you play through the different campaigns
· Interesting Environment for the player to explore: The environments are also very good to explore when playing as there is a mechanic in the game which randomly spawns enemies, causes hordes, spawns objects needed in the game and weapons. As these randomly spawn anywhere in the levels it makes the game interesting to play as its always changing because of its diversity.
Why the environments work:
The environments work for the game as they're always kept different for when a player is playing it. Diversity in all the level play through makes the game enjoyable and fun to play. As said, from playing in a forest and having to trek up mountains to get to the next place on the campaign, from a carnival that has been left abandoned because of the recent crisis that had happened. Different levels height are also in the game as sometimes the player are on roofs looking down. The difference in height and levels along with the different themed environments makes the game diverse and fun.
Alan Wake Game Mechanic Research
· Source of Light: Light is core to the game play of this game as it used to see in the game and also inflict damage to the enemy. There are multiple sources of light which you use as a torches, flares, floodlights, car lights etc. Using items and your environment to the fullest.
· Enemy Generation: Enemies in the game also have no set spawn so you never really know where the enemies are going to be. As the enemy is some sort of entity which can take over the life of people and objects, it can be anything. This can really worry a player as they have no idea where any enemy could be and what it could be keeping the player on edge.
· Damaging Enemies: The way you damage enemies in the game is very similar to the way you keep players in Halo. You must take of a shield type health first known as the darkness with light sources and then you kill the enemy if still alive after the darkness has been gotten rid off, you kill it or them with a gun.
· Story Interactivity: As the story in the game is based upon a ale hat he character your playing as is writing, the story itself is actually interactive. By finding pages in the environment, you can change how the story is played out which overall in the end determine what path that the character takes to complete the end goal.
· Limited Weaponry: The game only limits you to the use of one weapon, a revolver. You must use the revolver along with the light to fight through the countless amount of enemies. This brings tactics to the game as you can't just run into a fight and expect to win.
How these affect the game play:
Bringing all the these game mechanics together, it brings an immersive experience for the player to go with. Being able to change the story through collectibles that are scattered around the environment that you're really gives the player the option of making his/her own path in the game. The battle system in the game which combines all the other game mechanics mentioned also makes it into a immersive horror/ thriller as enemies could be anything from a person to an object, you have to use a unique battle system in where you must destroy it's/ they're shield type deflection called the darkness with the use of light. Then having limited weapons to actually kill the enemies after doing so really brings the game together to suit its genre.
Amnesia: The Dark Descent Game Mechanic Research
· No Weaponry Accessible: Can't actually fight in the game. No Projectile or Melee Weapons are accessible in the game as the objective isn't to kill enemies, more to survive and run from them.
· Interactive Environment: Most of the components in the game's environment are interactive in some way or another. Such as cupboards, wardrobes, jugs, barrels and containers to find objects needed to play the game.
· Use of Light: The games uses light to scare a player in the game. Light is the only way you see in the game as most of the time, its dark in the environment. You either gain this from the occasional window, a lantern you can hold or by firing up the torches on most of the walls. But to light them up you have to search the environment for flints. If you also stay in the dark for too long, the character gets scared and anxious, which makes the screen start spinning.
· Emotion and Proximity: Emotion is highly used in the game as your meant to feel fear. Fear is created multiple ways in the mechanics. Light as mentioned is used as if you stay in the dark for too long, it can scare the character which makes the screen start to blur and rotate. The blurring and rotating is also caused when the player is too close to an enemy or you are looking at one for too long which makes the game suspense as you want o know when the enemy leaves the proximity you're in but can't as your meant to get in cover and hide.
· Gathering Information for puzzles: With the interactive environment element being used here, the player must search for different components to open up new pathways, find other components, find relevant information on the story a hand or how to deter enemies. The puzzles are interesting but challenging, intriguing the player's mystery and development into the game.
How these affect the game-play.
Combining all these game mechanics together, it creates a suspense filled horror/thriller game as the player as has use strategy, survival and exploration together to complete the game. Using light and proximity to change what the player is viewing on screen which makes the player feel the emotion of threat and danger. While having to survive and keep the character's emotions intact, you have to navigate and search around the environment looking into a variety of objects to maintain your head and solve puzzles which are all brought together to discover what the game's story is about. Then to sum it up, not having any source of weaponry to fight back with also makes the game incredibly scary as you just feel hopeless in the way of survival.
Tuesday, 15 November 2011
Monday, 14 November 2011
Book Information and First Thought Mechanics
Book Chosen: Author: Shaun Hutson Name: Slugs
Text: "Brady eased himself gently down from the metal ladder and stood beside Palmer, the effluent dribbling past them at about calf height. The Health Inspector swept the tunnel with his torch, noting that the beam was unable to penetrate the blackness for more than a few feet. Once again he felt that a terrible claustrophobic feeling come over him as the walls of the pipe seemed to close in on him. ---
Palmer shrugged and indicated that Brady should test his own equipment. A similar procedure was completed, then both men clipped the two-ways to their belts and bent low, ready to begin the tortuous crawl along the stretch of pipe which would lead to the first of the large central chambers. It was hot inside the suit and Brady felt even more uncomfortable with the breathing apparatus on. Although it was light, the tank of oxygen on his back seemed to weigh him down as he crawled and he could only hear the loud, behind Palmer. Every now and then the Health Inspector would stop, almost sitting in the flowing effluent, and shine his torch behind them, just to check that there was no slugs near them. He scanned the walls and roof of the pipe for slime trails but, as yet, saw none.
The meagre shaft of light which poured down the open manhole opening began to fade into darkness as they crawled deeper into the pipes. Brady scrambled on, anxious not o lose sight of Palmer who was about two feet ahead of him. They passed a side outlet which was less than a foot in diameter and both men concentrated their torches into the black hole."
Why: This passage of text from the Slugs Book I decided to choose this as it's a scary part of the book which for a player I think would bring in a lot of suspense. I also believe that a few mechanics can be brought in and limitations such as the way you move and the sight of the screen. The book is based around man eating slugs, so they are the enemies you have to face, so I think having these enemies as a concept is adventurous as I can play around with these. The map is also twisted and can take multiple directions, some being the right way and some being the wrong way, so the level is also detailed and complicated in its structure.
Genre: Horror/ Thriller/ First Person RPG
Mechanics:
1. Torchlight: This mechanic is set so when playing as a character, the only source of light you get given in the game to navigate through the map. It can also deter the slugs from you when they get too close but as the slugs come from any direction, you have to be looking in multiple directions with the light to notice where all the slugs are.
2. Slime Trails: Slime Trails will be navigated around the map as they lead to where you need to go to. By using the Flashlight, you can see the slug slime trail either on the wall, roof or floor and you get to the place you want by using this trail o get to the end goal.
3. Movement of Crawling: Because the pipes are generally very narrow in the sewers, you can't stand up as a character. Basically to navigate around the map, you have o be very aware of the surroundings you're in.
4. Energy Meter: There is an energy meter for the player and to gain energy back, you have to either rest or eat food that you have in your pack. Or if a certain event or cut scene happens, energy will go up as a certain emotion occurs such as being scared.
Monday, 31 October 2011
Parts
Naomi 1= Learn Essential Game Play Mechanics Use conviabelts/metal cans/furnaces/holes
Liam S 2 = (Same as 1) Pistons/Rollers/ Enemies/Metal Boxes Charge Power Up at End
Josh 3 = (Same as 1&2) Heavy on Charge/ Breakable Walls and Platforms/ Buttons
Liam R = (Same as 1,2 & 3) Goo Added in
Must use Lasso Tool in some way or another in your part of level, sophisticated or not up to us.....
Use of Pipework up to you, as long as not go onto other stage
1 Minute Length if can do, to make it up to 3-4 mins
Stage Beginnings and End - Pipework/Chute
For Harder Difficulty - Dont change puzzles , just add more enemies/ rollers and more difficult
Liam S 2 = (Same as 1) Pistons/Rollers/ Enemies/Metal Boxes Charge Power Up at End
Josh 3 = (Same as 1&2) Heavy on Charge/ Breakable Walls and Platforms/ Buttons
Liam R = (Same as 1,2 & 3) Goo Added in
Must use Lasso Tool in some way or another in your part of level, sophisticated or not up to us.....
Use of Pipework up to you, as long as not go onto other stage
1 Minute Length if can do, to make it up to 3-4 mins
Stage Beginnings and End - Pipework/Chute
For Harder Difficulty - Dont change puzzles , just add more enemies/ rollers and more difficult
Duke Nukem Dog Project Game Mechanics and Elements to Use
Mechanics:
Walk
Sprint
Jump
Sprint Jump
Lasso (Magnetic Hand)
Health -1 Damge
Health Packs
Charge Power Up
Elements:
Convebelts/Platforms
Furnaces
Metal Poles to use for lasso swinging = Dog Food Cans
Pistons=Tin Compressor
Breakable Platforms
Buttons
Enemies =
Metal Boxes = Dog Tins to use to kill enemies or use as buildings
Tin Rollers
Goo = Acts like QuickSand
Walk
Sprint
Jump
Sprint Jump
Lasso (Magnetic Hand)
Health -1 Damge
Health Packs
Charge Power Up
Elements:
Convebelts/Platforms
Furnaces
Metal Poles to use for lasso swinging = Dog Food Cans
Pistons=Tin Compressor
Breakable Platforms
Buttons
Enemies =
Metal Boxes = Dog Tins to use to kill enemies or use as buildings
Tin Rollers
Goo = Acts like QuickSand
Monday, 24 October 2011
Environmental Ideas and Games Mechanics (Group Project)
Character:
Border Terrier Dog
Has a magnetic retractable lead (lasso) (Owner has a metal hand to do so)
Has got lost in factory after smelling dog food
Environment:
Factory
Relatively modern but not fully automated, parts are derelict and run down.
Dog Food Factory
Games Mechanics Relation:
Magnetic Lead, can connect to pieces of metal in environment to use like a lasso in the factory
Dog Food placed around factory to be used as health, power ups etc
Dog Movement: "Walk/Sprint/Jump/Running Jump" "Lie Down and Crawl/ Paw (for pressing buttons) Bite( Pull up object/ Pull off objects/ Attack)"
Border Terrier Dog
Has a magnetic retractable lead (lasso) (Owner has a metal hand to do so)
Has got lost in factory after smelling dog food
Environment:
Factory
Relatively modern but not fully automated, parts are derelict and run down.
Dog Food Factory
Games Mechanics Relation:
Magnetic Lead, can connect to pieces of metal in environment to use like a lasso in the factory
Dog Food placed around factory to be used as health, power ups etc
Dog Movement: "Walk/Sprint/Jump/Running Jump" "Lie Down and Crawl/ Paw (for pressing buttons) Bite( Pull up object/ Pull off objects/ Attack)"
Monday, 17 October 2011
USPs 4
1) Character Customization and Collectibles
Characters can customise the characters they play in the game by using objects, collecting costumes through either quests or buying or visiting relevant shops.
You can customize each character via:
-Using objects (such as jewellery) which are given to you or buy. These can be either objects that affect your characters stats and abilities or for looks sake.
-Costumes you earn for characters through quests or being bought from the shops you visit. Player can mix and match the outfits to how they want them to look
Visiting the shop where you can buy ink which will dye the clothes you’re wearing to the colour you bought.
Sometimes you will have to do this for quests as it may need you to be in a disguise of some sort to complete the stage
The clothing you wear will also have an effect on stats. The obvious effects being stat increases or decreases, magical attributes and effects to skills it has.
The minor affects it has will have is obviously how your character looks in battle and the effects to the USP mechanic 2. As it affects your stats, if your speed and agility is effected by clothing, that also means this is so by applying certain clothing and objects, you could add abilities to the character’s artinery or could disable ones they already have.
USPs 3
1) Interaction Based Mechanics
In the game there will be a mechanic called Bond. There’ll be a menu system in the Menus where you can see and measure how you are doing with other playable characters and non-playable characters. This has major and minor effects in the game.
Major:
· Can earn weapons, money, discounts at shops, items
· When doing joint attack moves with other playable characters, can cause a greater effect
Minor:
· Can have different conversations with people
· Cut-scenes can change
You can improve the bonds by talking to people, complimenting them in certain aspects of what is their specialised field etc. You can also do it through cut scenes and some bonds grow on their own and some start off high and some start low from beginning.
Bond will only affect important PCs, NPCs and Groups of People. PCs, the characters you can play as in the game throughout, NPCs are the characters that are relevant to the story but you can’t play as them such as the Land’s King and Groups being people like Shopkeepers. When you talk to one, it will affect all shopkeepers you come across in the game.
USPs 2
1) Roaming World- Movement and Differences
Can do different types of movement when using the buttons and joy stick. Through the map, when not in battle, you’ll mainly be walking around, interacting with other people, collecting objects & starting fights with roaming enemies.
Different movements:
· Walk
· Sprint
· Jump (Double Jump for certain characters)
· Hurdle
· Extra (Dependant on Character)
Every character can do these but some can do extra which might be more suitable to the scenario. (Example: Minax (Assassin) and Reus (young thief) can both sprint quicker than the others and can also double jump, Calamitosus can jump very high as he has a jet pack etc).
Character stats basically affect how efficient you are if playing as this character in the roaming world at these certain movement styles. Some also have extra abilities which you can use if you’re playing as that character.
Not only do you have different strengths and abilities when walking around the roaming world, when approaching an enemy, depending on which character you are, will change something in the battle scenario. Example being my bard class type character, Ritta, when you use him and start battle with enemies, a random enemy will be in the status mode “Rest” (known in other RPGs as “sleep”) and he becomes vulnerable to attack.
USPs 1
1) Character Class System
In roaming world (non battle phase), you can change who you use to move around in for the different scenarios that you face and the person you want to be using in battle. You cannot change in Battle world, you must use that character. When your character dies, the battle is over and you start from last check/save point.
All Characters have individual Classes which change certain aspects for the characters, changing something that will overall affect the character’s game play in battle. The main aspects are:
· Weapons
· Appearances
· Skill/Move Types Used
· Battle Mode (Attack/Defence etc)
You can change your class in battle but you can’t change your character. You can change the classes that your uncontrollable allies are in while in battle mode as long as you change it before the battle occurs, not while.
All the different and individual classes are levelled up individually. You gain more experience, stat increases and skills by using this class in game. Tactical as you can have different team-mates specialising in different areas or can try and specialise in one character that has all types of modes available in battle to him. Doesn’t affect weapon directly as weapons to level up but if the class has a change of weapon as its difference, then it could effect this aspect.
Character also gains in level and it does affect the characters stats just not as increasingly as the classes. The difference being that these don’t change when changing class, these stay the same when added.
First Story Draft
Past: Main Protagonist, ASHA left as a baby in alley. Found and then raised by a local blacksmith. Taught how to be a blacksmith and in own time, learned martial arts. Competing in competitions, he was regularly the winner. Meet FIRST PC, ANIMA. ASHA enters the Knighthood Competition and earns second only losing to the Knight Leader and SECOND PC, LEAL.
ASHA is training with LEAL to become a knight. Recent murders have been happening across the land where people and hung on the tree. LEAL has decided to go and look into this and find out who the common enemy is across the land. ASHA goes home that day and finds his adopted father hanging. Screams out in pain, he demands vengeance.
He wants vengeance on his father. Asks the Royal Family if he can join the knighthood and leave the city in the search for the enemy.
The Royal family think about this and tell him they don’t know if he is strong enough to face the world, he must prove it to them. Given the task of killing the beast that has been killing the local crop and injuring some of the people in the area, if he completes this, he will prove his strength. ANIMA joins his party for this and from there on. The team look around town finding information from the locals about the beast. They find the beast, talk to it and then destroy it. They then set back to tell the Royals.
Getting back, they tell the Royals they have killed the beast and so they have proven their worth. They allow it but they must have a mentor. One man speaks out from the background and takes this job into his hand. THIRD PC meeting, CALAMITOSUS. To prove that ASHA AND ANIMA are both ready to fight, CALAMITOSUS have to fight him to prove this. Fight ends in deadlock and they set off. CALAMITOSUS joins the team
To get to the other towns and cities the characters have to go through a forest. The team faces enemies in the forest until the night time. When hits night time, they set up camp to rest and continue again tomorrow. While in camp, they get ambushed by some possessed beasts.
While facing the beasts after a certain amount of time, a white light is cast into the middle of the camp and makes the beasts run off. A woman approaches who seems to be a mage. Talking to him, she is the guardian of the forest and also the FOURTH PC, VENEFICA. VENEFICA joins your team and requests you help her to kill a big beast in the forest. You kill the beast; she decides to stick with you to kill the great evil. After a while the team leave the forest, team travel round a small bit of country. Crossing a bridge, ANIMA cuts her leg deeply when going through it. A suspicious man heals it for her. FOURTH PC meeting, SANATARIO. After again travelling. They get to a cyber-city, where they have a small fight with a female looking thief. They search the city for her. Before they leave, they meet her again and duel her. You defeat her and she joins the team. FIFTH PC meeting, MINAX.
They have to go through a cave to get to the place they want. Going through the cave they get ambushed frequently. They get to a shrine looking room. When in there they notice some containers. They try to see what’s in them but they can’t open them
While trying to open these containers, they are slowly being sneaked up on by 2 massive creatures. The team battle them but have no chance of hurting them. Calling themselves the guardians, they fht the team off to the other side of the tunnel.
After getting out the tunnel they decide to rest up as a team. The next day after resting, a young girl is sitting there. The team follow her to a clearing where a creature is flying above them. The little girl pints to a toppled amount of trees. They see a young girl there. They save her after confronting the beast which is apparently her summon. She wants to thank them so she takes them to her snowy village. The village thanks them for saving her as she is the leader’s daughter. While resting that day there as well, the village gets attacked by the big enemy. After fighting, the whole village is basically dead, including the leader. The young girl joins them. SIXTH PC meeting, TIAR. Going through the snowy mountains just after the village, they come across a house which looks haunted. Deciding to rest up there, they go in. When inside they see a woman torturing a man. They defeat the woman and she flies off. The man’s name is Hass and he is apparently a demon. He joins them so he can heal up and have revenge. SEVENTH PC meeting, HASS.
They have to go to more cities for information, they decide to split up. Splitting into two teams. The first team goes to a town and gathers information on what the evil goo is and what its name is and meet the woman from the house. She deeply apologises and actually joins them as she respects and likes them. EIGHTH PC meeting, Sangria. The second team go to an underground city where they find out how it kills and gets around. They also have to kill a manifested form of it as it terrorises the people. ASHA also finds information on his tutor LEAL. They join back up at the end. And discuss what they have learnt in the end.
They leave after resting and while waling come across a lake which has black all over. Seeing a man, they go to him. It is actually LEAL and he has been possessed. They fight him and somehow with the use of water, light and fire, get the black goo out of him. They go backwards towards a city to get him rested up. NINTH PC meeting, LEAL.
Because of the fight they gained knowledge on how they could kill the enemy so they decided that this was important information so they should get back to the capital. Stopping at a city first though.
While in the city that the first team was in before and helping LEAL recover, the town seems a lot happier. They meet a singer and musician who seem to be making the town happy. Thanking him for his good work he tells them knowledge of a tale how this was expected. They leave the town ignoring him but he makes them listen to him and because of what he told them, he must guide them to the tale and the capital so he can tell the King this. TENTH PC, RITTEROMANZE. After travelling for a day or so they find the closest city. Very run down place they enter and seem to be unwanted by everyone. They rest instead in the local woods after being told to go away. A young boy tries to rob them, but instead gets caught. Avoiding capture he runs back into the city. The next day just before leaving, a woman with the young boy appears and passes him to them unconscious. She disappears and not knowing what to do, they take him with them. Waking up he is bewildered but they treat him affectionately and after a while he starts to like them and joins them on their quest. ELEVENTH PC meeting, REUS.
After discovering some information for the locals around a next village, they set off quickly back to the capital as there is a very big danger coming to the people of the land.
After a long journey non-stop, they stop in a forest. While resting in the forest, the woman who gave them REUS appears before them again. She claims they are all her slaves and she needs them. Telling them a story about the tale they heard, she continues it by an unlucky number of some will defeat the evils coming together. She prepares them mentally and then joins them back to the capital. TWELTH PC meeting, ZIEL.
Getting to the capital, they remember about the shrine. CALAMITOSUS & LEAL go to the capital to tell the royals while the rest go back to the shrine. At the shrine, the containers release objects for them all to use. They fight the guardians again to prove their worth. They then have to get back hoping that the coming evil hasn’t arrived before them
They take the same road back hoping that they weren’t too late but while running back, see the black goo treading along the paths, so they knew they’d be fighting in a battle when they got back.
Getting into the capital they notice a lot of fighting going on and a lot of knights sacrificing themselves. They run through fighting enemies off on the way. When they get to the palace, they create a plan which they would all be needed. Half way through the plan and killing the possessed creatures, all the black ooze stops as if stopped in time and an angel comes. The angel strikes a deal with the humans that he’ll kill the evil as long as he gives him something back. They agree, killing the black enemy but for that the humans sacrificed themselves. You battle the angel then which has now turned demon (his true form). You defeat him and everything goes normal in the world apart from their lives never changing.
Monday, 10 October 2011
Character Mechanics
Character Mechanics
-In roaming world (non battle phase), you can change who you use to move around in for the different scenarios that you face and the person you want to be using in battle. You cannot change in Battle world, you must use that character. When your character dies, the battle is over and you start from last check/save point.
All Characters have individual Classes which change certain aspects for the characters, changing something that will overall affect the character’s game play in battle. The main aspects are:
· Weapons
· Appearances
· Skill/Move Types Used
· Battle Mode (Attack/Defence etc)
You can change the classes that your uncontrollable allies are in while in battle mode as long as you change it before the battle occurs, not while.
-All the different and individual classes are levelled up individually. You gain more experience, stat increases and skills by using this class in game. Tactical as you can have different team-mates specialising in different areas or can try and specialise in one character that has all types of modes available in battle to him. Doesn’t effect weapon directly as weapons to level up but if the class has a change of weapon as its difference, then it could effect this aspect.
Character also gains in level and it does affect the characters stats just not as increasingly as the classes. The difference being that these don’t change when changing class, these stay the same when added.
EXP is earned by playing the game entering battles.
-Characters also earn and get different costume collectibles which you can assign to them and use them in battle.
-Each character can do an individual super move which will normally harness all classes together.
Also, each character will be able to pair with another to create a joint super attack which will affect the enemies differently depending on the characters doing the attack.
Navigation and Movement Mechanic Ideas
Navigation Mechanic
-Small Map in Corner of Screen
Map will show the area around the player (radius depending on the player’s preference or size of area)
-If area has not been visited before or have no knowledge area such as an NPC giving you a map, directions or visual reference of the area, it will be faded out on screen and for it to not fade, the player must learn the area via one of the above reasons to it not be faded on the player’s mini-map.
-Map:
· This can also be used to tag important places on the map that you need to remember
· Auto-navigation to map when pin-pointed (Must be a location that is not faded)
Movement Mechanics
-Can do different types of movement when using the buttons and joy stick. Through the map, when not in battle, you’ll mainly be walking around, interacting with other people, collecting objects & starting fights with roaming enemies.
Different movements:
· Walk
· Sprint
· Jump (Double Jump for certain characters)
· Hurdle
· Extra (Dependant on Character)
-Every character can do these but some can do extra which might be more suitable to the scenario. (Example: Minax (Assassin) and Reus (young thief) can both sprint quicker than the others and can also double jump, Calimitosus can jump very high as he has a jet pack etc).
Character stats basically affect how efficient you are if playing as this character in the roaming world at these certain movement styles. Some also have extra abilities which you can use if you’re playing as that character.
Important Game Mechanics that should be in my game
Mechanics
Systems Needed Essentially
· Navigational Mechanics
1. Area around you
· Movement Mechanics
1. How used
· Character Mechanics
1. Levels
2. Appearance
· Weapon Mechanics
1. Weapon Levels
2. Attributes
3. Attrition
· Object Mechanics
1. Exp Levels
2. Attributes to Characters
· Skills/Spells/Moves etc Mechanics
1. How used
2. How is learnt
3. Level of Move (Effects caused)
4. Attributes
5. Unique and Widely Used
· Battle System Mechanic
1. How you face enemies
2. How the player uses different abilities
3. Length of time
· Environment Mechanic
1. How you can use the environment
· Interaction Mechanic
1. Interaction with other characters
2. Game Play effects
· Story/Narrative Mechanic
1. Talk in person with subtitles at bottom
· Enemy Mechanic
1. How characters interact to start battle
2. How the enemy affects the character in battle
· Extra Mechanics
1. Collectibles
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