#Planning Mechanics 1

6 messages · Page 1 of 1 (latest)

regal mural
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The mechanic (platformer mode) : The player is on Venus, and when he stays too long exposed to the sun, he will get radiations and die after a while. To combat this, we can go underground to refill his radiation bar.

How will you introduce your mechanic?
Will spawn the player underground, with a friend (NPC), when leaving the cave, the friend will go before you (forcing the player to stop), and there will be a sequence of him going back in the cave and telling you about it. When it is your turn to leave, you'll have a horizontal greenbar, (that represents the radiations taken), it will turn red when exposed (and lower down obviously), it will turn back green when back on a cave, it will be yellow however if the player is below 50%. Also, when the player is exposed and down to its last 20%, the entire screen will be covered with the text "Find a safe spot" (low oppacity to not be annoying) (entire screen, so it feels like a spacesuit).

How will the mechanic influence the gameplay loop of your level?
You'll have to be fast to reach the next safe spot. The loop will be : safespot -> Exposed, have to go fast -> safespot / alternatively, safespot -> Exposed -> Die -> Retry
idrk when to say this but :the plater gets a checkpoint at save spots (every save spots at the beggining, and then less and less, to build up hard sections)

How will you create a feedback loop to communicate the effects of the mechanic to the player?
The screen coloring will shift a bit more red, and the more exposed you are, the more red it will turn, when reaching 50%, you'll get a noise like "warning", and when reaching the 20%, you'll get a lot of noise, like an alarm kind deal (which can be toggled off in settings), in addition to what I said earlier.

Once again, 2 messages for text length

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regal mural
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What types of unique decisions or strategic choices will this mechanic create?
I need to introduce side-mechanics for this, so : -After some points, there will be waves or radiations, consuming a lot more the radiation bar, like 25%. To counter this wave, you can be underground, or you can be in 'safe zones', which are exposed but immunize you against the wave. So this will create decision making, as in, will you take longer to reach a safe spot to not take the wave, or would you just tank it and go as fast as possible to the end ?
(For this second mechanic, it will be introduced by showing off a huge red wave, disordering the screen, and having a SFX of radiations passing by, also when taking a hit from it, you'll get a big SFX telling you you got a lot of damage, as well as turning the screen darker for a moment)

Are there any tradeoffs, restrictions, or limitations involved with your mechanic? If so, what are they? If not, why not?
The biggest limitation is improvising, you cant really do that, you have to think ahead of time what to do, or else you'll die and start over. I guess you can still do that, but for longer and harder sections, you'll get stuck really fast.

viral echo
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amazing

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-ex pass

north cloakBOT