Wednesday, 28 October 2015

Week 5: Mechanics


At this point the team decided we needed to sort out our mechanics, so we decided, to nail down what mechanics we were definitely going to using and what kind of prototype level we where aiming for. 
We had a look at a video for Nintendo, and how they introduce mechanics is done in a set format every time. The character is introduced to the mechanic in a safe environment then it’s established further and later enemies are added, and finally a twist (eg adding a secondary danger element wile still using the initial mechanic).
So we decided what abilities we definitely wanted the characters to have.











Flower:
  • Jump/Glide
  • Waft
  • Grow
  • Slice
Golem:
  • Throw
  • Climb
  • Smash
  • Push/Pull
Then we talked about what mechanics to introduce first to the character. So for the flower it would be Jump/Glide and Slice and for the Golem it would be Climb and Push/Pull. Because these are the moves that show the character within the environment. The later ones would be Waft/Fan and Grow for the Flower and Throw and Smash for the Golem because these mechanics make then changed the environment. 
We then discussed how we could start using these mechanics in levels and develop them further once the player is used to them. We also decided what kind of prototype we wanted to be showing by the end of the year and we want two areas both with different moods, with a path between them to be a calming pace with no puzzles to show off art but also to be a safe area to introduce the second set of mechanics. 









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