Using the player stories from Activity 3, think about fundamental mechanics of game play
Fundamental mechanics
Physics
It’s a platformer where the player can move left, right and jump as well as swing their sword to fight enemies
Unreal gravity is applied to make the player fall and fall when jump with inaccurate jumping height for more fun
Economy
Keys that are needed to be collected to unlock the door to the next level
Very simple economy, manage health
Health packs at random locations to restore some health to the player
Customization on equipment for different swords. Modifications statistic wise would include: range, power, speed. More of a triangle scheme to make the player able to make choices depending on their preferred play style. (This might not be able to be implemented in this version of the game, but would be implemented in later iterations)
Progression
There are set levels that the player must traverse through
Enemies provide a challenge with risk of death
Player is inclined to play through the levels to complete the predetermined storyline
Keys are used to unlock the door to the next level
Tactical manoeuvring
Positioning at a distance where the player can hit the enemy but the enemy can’t hit the player
Player stories
Provide example mechanics for 5 player stories
“As an owner of an artifact, I want my boots to support my jumping so I can jump over obstacles and traverse the world.”
The space bar is used to elevate the player in the air a set amount to stimulate jumping
“As a civilian of the village, I want to use my sword to defeat enemies and progress through the world.”
The ‘f’ key is used to swing your sword to simulate simple fighting physics
“As a player I wish to explore the game world to find fragments to open the door to the next level.”
Progress through the levels by collecting keys that are in the level
“As a prince, I will recover health packs so that I can survive through the worlds.”
Collect health packs to enable the player to stay alive for longer and progress through the level
“As a knight I will use my sword to assist me in finding the person who stole my artifact so I can recover it.”
e.g. using the sword to defeat enemies and progress through the story to get to the end
Game Objects and Rules
Objects | Attributes of Object | Player interaction | Relationship Between objects | Rules and events |
Player | Object that holds the camera and allows the user to interact with the world | The user can move this character along the XY axis | Environment – Determines where the player goes
Enemies – Player swings sword to damage enemies Sword – player holds sword and can use sword Health packs – Player can collect health packs to regain missing health Keys – Player must collect keys to unlock exit trigger door Exit Trigger – if all enemies defeated and key collected, player can progress to next level |
Player is controlled by WASD, uses F to swing sword and space bar to jump |
Player Weapon | Weapon can damage enemies | Player can swing weapon | Weapon will damage enemies | Weapon is used by player swinging sword (Pressing F) |
Environment | Allows player to traverse levels | Player has collisions with environment | Health packs are in levels/environment
Enemies traverse environment
Player walks around environment |
No object can pass through environment |
Enemy 1 | Standard enemy | Will cause standard damage to the player and can be destroyed with one hit | Traverses left and right along ‘ground’ between two points, attacking the player if they come in range | Deals 10 damage to player
Takes one hit to kill |
Enemy 2 | Heavy Enemy | Will move and attack slower than the standard enemy but will deal twice as much damage and be twice as hard to kill | Traverses left and right along ‘ground’ between two points, attacking the player if they come in range | Deals 20 damage to player
Takes two hits to kill Moves twice as slow as standard enemy Is twice as large as standard enemy |
Boss | Boss Enemy | Moves faster than regular enemies | Traverses randomly around course | Takes five hits to kill
Moves twice as fast as regular enemies Deals 20 damage per hit |
Key | Once collected by player, player can progress to next level | Collision with player means player collects the key | Key cannot pass through level | Collision with player will unlock next level |
Platforms | Used by player to traverse map | Players will not be able to pass through platforms | Enemies will not be able to pass through platforms | Cannot be passed through by players |
Exit Trigger | Used by player to progress to the next level | Player uses this to progress to net level | Only the player can interact with the trigger | Collision with trigger while conditions met means that player will progress to the next level |
Health Packs | Regains health of the player | Restores player health | Cannot pass through environment | Collision with the player will mean that the player will restore missing health |
Spring | Bounces the player higher if jumped on | Player moves higher when jumped on | An immovable set object | Collision with the player when the player is jumping will result in increased jump height |
Playing with objects and rules
- Change attributes, modify interactions and adjust rules
- Increased Jump height
- Increased walking speed
- Increased enemy damage
- Tweaking player range
- Try to get a feel for the consequences of these changes
- Some consequences were good, others made the game unbearable
- A good balance between fun and frustratingly difficult was aimed for
Future iterations
In future iterations it was discussed and believed to be ideal if the player could switch weapons to suit their play style(such as a faster sword that does more damage, or a slower sword that is more powerful), as well as perhaps a ranged weapon and ranged enemies. Furthermore, power ups and abilities such as wall climbing or double jump could be iterated in future levels to allow for more world exploration and a greater range of challenges and puzzles