Major Project #7 - game structure and mechanics
Aktualizacja: maj 26
In terms of a game structure, I am going for a side-scroll long adventure game without any unnecessary stop/checkpoints. There will be no side quests so that the player will be able to focus directly on the storyline. Depending on how much time I'll have left, I will have to consider what part of the final gameplay I will be able to produce - there might be a moment when I'd have to make a decision to shorten the demo version to a half or even one third.
Game mechanics are methods invoked by agents designed for interaction with the game state, thus providing gameplay. All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game design are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience.
As I wanted my project to be narrative-driven, I wanted the player to be focused on what is going on instead of trying to understand how the game works.
In my future user testing groups, I will check if these controls are intuitive and in case they're not, I will change them to something else. I will probably implement a restart button as well - I'm considering to make it only clickable by mouse. I am also not sure whether the 'R' for switching the characters is suitable as it stands more for 'restart the game' than switch the characters. I will have to see what the users will say.
I managed to code basic mechanics that will be a foundation for my final outcome. At this point, I have two separate characters (the player is able to switch between the two) that can move right/left, jump, and climb. I also managed to set the spawn and some obstacles that kill the characters.
WHAT NEXT? I need to change how one character moves, as the spirit will have different movement abilities (flying), set up another camera angle that will switch between the current character as well as implement the option of pushing the elements in the game.