Final Major Project 3: Continuing Design of Game Mechanism

We designed the basic gameplay of the game before. We made maps and characters from some past art materials and some re-made art materials to facilitate the design of checkpoints and other functions.

The player’s operation in the normal area will be repeated in the “pulse area”. Therefore, players need to think carefully before taking the first step. So that he can reach the finish line in a limited number of steps.

Through this basic mechanism, we thought of some extended gameplay.

  1. Set up obstacle areas and use obstacles to pass the customs.

Players can use the obstacle area to advance. For example, the player expects to need “up”-“right”-“up” in the “pulse zone” to reach the desired position. Then it needs to do the same in the normal area. But the ordinary area does not meet the space of “up”-“right”-“up”. “Right” is surrounded by obstacles. Then the player can take advantage of the obstacle. You can still press “right”. You can’t move, but this operation will still be recorded. When the player enters the “pulse zone”, he can still reach the route he wants to take. (Similarly, players can also use the obstacles near the pulse area to get through.)

  • Set a health value and add an obstacle that will buckle blood.

“Obstacles” are areas where you can’t get through. However, the player of “Blood Reduction Obstacle” can still pass. I give players 3 health points at each level. When you have to go through the “blood reduction obstacle”, you will lose 1 point of health. Players can use this to explore some shortcuts.

  • Pick up skills in the map

We are going to set some difficulty gradients for the game. Let players gradually pick up all skills, up, down, left and right.

In the map, players need to go to the skill point before they can pass. This can help players plan their routes.

  • Skills: Reversal

We refer to some classic games. Is it possible for players to change the layout of the map by themselves during the game? This may have a magical effect. For example, this “reversal” skill. It can exchange some obstacles with ordinary areas. We will try the feasibility of this design in the game. I’m not sure if we can design a very exquisite map in a short time. This requires testing.

Ask some questions

This mechanism has gradually become full. We think its playability is very high. In the later map of the game, we will design a bigger map. Many levels can be designed by using this mechanism. But we also raised some questions, and the rhythm of this game seems to be a little calming. We don’t know what the player’s playing habits will be: plan all operations clearly from the beginning. Or take it one step at a time. It’s like playing chess. It takes a long time to think before it can be operated. Is there a way we can change this rhythm? Like suddenly changing the map in the middle of the checkpoint? That will increase a lot of manufacturing difficulties. We are worried about the rhythm of the game. It may make people feel dull or sleepy. So we have to think out something to break it.

Anyway, we have a mature idea. Next, we will start making art materials and codes. With demo, we can think better.

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