Cycle 3 – Activity 5 – Interactivity and Choice

This week we broke down the levels into the challenges they would encompass based off of our player stories.  We felt it was important to try and capture the gameplay and flow of our game by concisely defining the core mechanics in different parts of the game.  Below is the Hierarchy of goals that we created.Activity 5From these goals, we then identified which of the players’ skills would be used to complete the challenge.  We completed this for five of the goals, and we wanted to highlight some of the skills and playstyles that would benefit a player of this game.

Game Challenges:


Goal – Fight and Climb your way to the end of the level

Challenge – Use accuracy and precision to fight and jump to platforms.


Goal – Fight the Final Boss to complete the Game

Challenge – Use Speed and Reactions to defeat the Final Boss.

Challenge 2.

  • The player is given the choice of being tactful, and killing each enemy one by one while navigating the level – or, they can choose to challenge themselves by ignoring or fighting many enemies to find the key that will let them progress through that world.
  • The player is given instructions on the overall goal of finding the key, and that using your sword and jumping are your tools to get there.
  • Depending on the choice, the player will choose to jump and avoid enemies and reaching a safe place on the map – or, they can swing their sword and damage enemies and tactfully remove any threat.
  • When an enemy is hit with the sword the game will reduce its health incrementally until it takes enough hits to die. If a player is navigating the level by jumping on platforms the game will detect the surface the player is jumping on to and the player will stay firmly on the platform.
  • The player is notified of an enemy being hit by the enemy being knocked backwards slightly by each hit. The player character will also make a landing sound when they have jumped and successfully landed on a platform.

Challenge 4.

  • In the game the boss has an attack animation with some recovery time. The player has the choice of playing it safe and getting one good shot in before the boss recovers and continues fighting – or, they may choose to play with more risk and try and get a few shots in to maximise damage; but maybe the boss will hit them.
  • The player isn’t given a prompt to make a choice between these two things from the user interface. It is something that the player must decide when they have observed the attack pattern of the boss.
  • For a quick single hit the player will tactfully time their attack and press the ‘f’ button once to get a good hit in. If the player wants to go for a lot of damage, they will press ‘f’ rapidly to get in as many attacks as possible.
  • The game rules dictate the boss will take approximately 1 second to recover from their attack, and the boss will be depicted as being defenceless so that the player can swing their sword to inflict a small amount of damage.
  • The boss will slowly withdraw his weapon in an animation that will be obvious to the player. The player is notified of a successful hit on the boss by knocking the boss back slightly, and with a sound.

We then finally got around to creating a beautiful storyboard for you fine tutors to observe and visualise the magnificence of what our game will be.  We chose Player Challenge two because we felt it captured the core gameplay mechanics very well.  StoryBoard


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