- Target Audience - In a way, we're targeting an audience who may not have a whole lot of time in one session to play a game. That is, a game battle will be short like approx. 3 min. and will give the player a sense of progression/accomplishment in that time frame, which we're doing through the accumulation of achievements. It is also intended to be easy for new beginners to pick up and play. However, the amount of depth and complexity is intended to be comparable to that of bomberman.
- Game-Play -
- There is no regular jumping.
- There may be multiple floor levels.
- Characters paint tiles by either walking on the tiles, or using weapons.
- Aiming and shooting is manually controlled by the player.
- The player with the most tiles at the end of a battle wins.
I think the next topic we should look into in detail is the combat and game-play. In particular, I think we should look at the "Player Skills" that we want to be a part of the game-play for the player to experience, which I will post about next (albeit probably not today).
Edit: I'm routinely re-evaluating and re-considering our approach to design discussions and co-operation. I'm going to list down things I think I or we should do.
- Email topics to be discussed approx. 1 day prior to meeting (to promote group participation and thinking)
- Ask for each individual's opinion when discussing a design idea (to better understand each person's thoughts)
- Keep track of design ideas that anyone thinks should be in (even if most dislike it), so that we may revisit it in the future or delve deeper into the reasons why some aspects of the design is attractive.
- Explicitly define constraints to direct design development
Currently, we're just prototyping, so having 1 basic type of character is fine. I think I would like a variety of play-styles and abilities based on the character used by the player, so we may want to consider this thought in the future.
ReplyDeleteClarification:
ReplyDeleteWe need to discuss and solidify our direction on combat. I know, we previously discussed and were headed towards the concept where everyone is the same and pick up power-ups/items on the field. However, I want us to reconsider another option where there's a bit more distinctiveness between characters (e.g., in Power Stone, or Street Fighter or etc., the characters' attack are different from each other).
So, currently, I'm thinking of the following 2 options.
1) Like Bomberman, everyone has equivalent abilities, so the focus is on the rules of the game field, such as collecting strong items. (Pros: easy to balance, less development time)
2) The characters have some distinctiveness. In this case, I'd imagine each character will at least have a default, basic attack which may be slightly different from each other (in terms of range, speed, power, etc.).
I'm leaning towards option 2 because with what I can imagine, option 2 seems more interesting to me, since there's that individuality aspect where not everyone is trying to be the "best" at the same thing. However, I'm currently, not thinking very deeply about option 1; and it may be possible to design option 1 such that there are elements of "individuality" (probably through types of items that people will go for).
... or individuality can be added through attribute modifiers (e.g., better range, bullet speed, etc.), which adds to the stats of the weapon/item...
ReplyDeleteP.S. - wish there was an edit button for comments.