Tuesday, October 8, 2013

Homework 9



The 12 types of balance are important factors in deciding the equilibrium of games. Our game has many balanced as well as unbalanced aspects which create defining characteristics.
The game will be symmetrical in regards to the enemies having the same abilities as you. However since you will be generally fighting more than one enemy, the game also contains asymmetrical factors.
As the player progresses throughout the game, the level of difficulty will progressively increase. The enemies will have better and more effective weapons as you move along. There will only be one difficulty in the game. The challenge of the game will be dependent on how you kill enemies.
The meaningful choices of the game generally consist of what weapon you chose and how you use that weapon. The player will also be given a slight amount of freedom in regards to where he can go, but the mission goal is at the end of the level
Since our game is not point based, there isn’t really any triangularity in it. However, since triangularity is an important aspect of game balance, we might implement it later into the game. One way could be by adding a point system to kill types. Every weapon will have a melee and a throwing attack. We could possibly give the player more points based on the type of attack, how far his kill was, and the distance of his throw.
Our game is mainly skill based. The only real elements of chance would come from unfamiliarity with the game. If you have never played a level before, the spawning of enemies and layout of the level will be random. A first-time player might make a risky choice based on his unknowingness of his environment.
Although our game will be mainly dexterity based, there are also intellectual challenges. For example throwing a weapon will require the player to perform some physics calculations in order to predict its trajectory. As far as puzzle solving, the game doesn’t really have any.
Our game is completely competitive. As of now, there are no aspects of cooperation in our game.
Our game will be fairly short. However since our game is level based, the length of the game will ultimately be dependent on the amount of levels we make. The game length will also be affected by how many times the player die, since he will be respawned at an earlier location.
The player will be rewarded in a variety of different ways. Every kill will reward the player with amusing space animations as well as the option to pick up whatever weapon the enemy was using.
The player will be punished every time he dies by having to restart the level. This will create the fear of death.
The player will mainly have complete control over his character. He will decide the main choices such as where to go and what weapons to use, but must eventually reach the end of the level.
Our goal is to make our game easy to pickup but hard to master. The simplicity stems from the ease of control, and 2-d platformer setup.
The elegance of the game stems from the many ways to kill enemies. Our game will contain many different weapons, each with their own perks, and each with their own melee and distance attack.
I think the game’s astronaut deathmatch style will get players excited.
Since the main character is impersonal, it gives players imaginative freedom in defining his character and background. The moon will be the most detailed part of the game.

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