Friday, September 26, 2014

10 Game Mechanics

For my Game Design class we were asked to create a list of 10 different game mechanics that could be used for our upcoming Toy project.

The idea for my toy is to create a top down dungeon crawler, similar to something like Diablo or Torchlight. I'm not exactly which universe I want to set the game in but I for sure want to create a top down game.

Here are my ten ideas:

1. A pressure plate that when activated causes arrows to shoot from the walls. The player must time their movement to successfully make it though.

2. Large slabs that periodically slam together. The player must time their movement in order to avoid being sandwiched between the two moving beams.

3. Puzzle platform that the player must navigate through. The pieces move in a sequence that the player must figure out in order to unlock the door to the next room.

4. Cameras with lights that oscillate back and forth. The player must sneak past the cameras without being seen.

5. A teleport spell that blinks the player forward a fixed amount of units.

6. Falling debris from the roof that the player must avoid.

7. Some sort of combat system. I'd like to get melee going somehow. This will require extensive research.

8. Fireball spell. I'd like to figure out how to create a simple particle and use it as a projectile that potentially can damage enemies.

9. Create a light source such as a torch that follows the player and illuminates the dark environment in which they are exploring.

10. A system that allows the player to move objects in the world and use them in various puzzle obstacles.

Thursday, September 11, 2014

Multiplayer Level Proposal

For my Game Design class we are greyboxing a multiplayer map that will be used in a team deathmatch game. The idea I had was to create a level in an abandoned baseball stadium/ car graveyard. The reason I chose this locale was because I have never seen anything like it in any of the multiplayer games I have played and thought it could be a interesting twist.

The basic story within this environment is this structure has been decaying over the years and rather then demolishing it, an organization decided to use it as a place to store cars/junk.












Sunday, September 7, 2014

Multiplayer Level Analysis

For class we were asked to analyze a multi-player first person shooter level. The game I chose is Star Wars Battlefront II. Technically the game is a third person shooter but it does have a first person mode. Despite being a FPS or TPS, the games multi-player level design is fun and well constructed.


Game Overview:

In Star Wars Battlefront II two factions fight head to to head in a conquest style combat. Both sides start with a set amount of reinforcements and once that number reaches zero, the team with the higher reinforcement count wins the game. The major mechanic in Star Wars Battlefront II is capturing of command points, or CPs. Taking control of CPs causes your enemies reinforcements to decline at a faster then normal rate.




Setting/Environment:

The level takes place in Mos Eisley, a city on the planet of Tatooine. The map takes place during the day and the sandy desolate environment is clearly visible to the player. The reason I chose this level is because its very nonlinear in the way the player can traverse the map. The player has ample opportunity to use buildings as cover and a vantage points.

Sections:

The two major areas of the level are the Spaceport and the Cantina. These two landmarks are clearly visible and controlling either one of them could be the deciding factor for a victory. The spaceport is a large structure that is defended by player/npc controller turrets. The central location of the spaceport on the map allows for reinforcements to flank enemies from all sides.

Game play:

Scatted throughout the level are buildings that can be used for cover. Some of the buildings have attached stairs that give the player access to height advantages. Some of the buildings even have turrets on the roof. This adds even more interest and offers some unique choke points on the map.