Friday, October 15, 2010

In Game Controls

In Game Controls

The controls for the player are displayed on the image of the Xbox 360 controller below. The buttons may serve more than 1 action;
Right Trigger (RT), when it is tapped quickly once, it will made the players character perform a diving barrel roll/ evade to get them clear of an attack and when held down it makes the character go into sprinting.
The Left Trigger (LT) will open up a menu as long as the button is being held down, this menu will give 3 categories, each varying depending on what character was chosen.

James Shaden will have the categories of;
1. Powers (choosing ice attacks, water attacks or healing, all of which opens up another menu for these)
2. Protection (giving him the choice of a large ice shield when is used to ram down anybody in his path when sprint is held down, or armour which encases him in ice giving an ice human look.)
3. Weapon (Which lets the player choose which of his weapons to use)

Nicholas Rider would have;
1. Powers (manipulating the air creating dense air projectiles or
2. Agility (speeding himself up slowing down his perception of time making it easy for him to dodge incoming attacks and increasing travel speed.)
3. Weapon (Choosing which of Rider’s arsenal to use.)

Jason Dilby would have;
1. Powers (Being able create dark energy and consume people in it to regain energy or adding it to his attacks to increase damage)
2. Vision (Allowing Jason to go into multiple visions, such as thermal, energized or optic shine like Riddick from ‘Pitch Black’)
3. Weapon (Choosing whether Jason fights with his sword or his darkness swarmed left arm)

All Character Controls
The ‘A’ button lets the player jump.
The ‘B’ button lets the person grapple items/ people and throw them/ attack them or interact with mission givers and repair stalls.
The ‘X’ button engages hand based attacks.
The ‘Y’ button uses kick based attacks.
The directional pad is a shortcut to using the powers previously selected (left for powers, up for protection, agility or vision and right for Weapons). All power icons will be visible but the ones that don’t match the character will be left in gray and unable to be highlighted let alone used.
The Right control stick controls the players camera.
The Left control stick controls the characters movement.
The Right Bumper (RB) locks onto the players target.
The Left Bumper (LB) cycles through said targets that are in range.














**NOTE** Move and Jump were accidentally mixed, when I was making the button assignments.


My reason for most of the controls being set in the places, is that for A, B, X and Y, many actions games use those button assignments traditionally and they location of the buttons are also used on PlayStation controllers too.
1. A(Xbox) and X(Playstation) are used for the 'Jump' action.
2. X(Xbox) and O(Playstation) are used for actions/ interact/ pick up items.
3. B(Xbox) and Square(Playstation) are used mainly for 'Attack 1'.
4. Y(Xbox) and Triangle(Playstation) are used mainly for 'Attack 2'.
5. Left Control Stick for Xbox and Playstation both control character movement.
6. Right Control Stick for Xbox and Playstation both control the players camaera view.

As for the remainder of the assigned Controls, I had gone through a number of games and felt like their use of those controls did not suit the style of gameplay I was looking for, but the only one that comes close is the game "Prototype" which makes use of some of the controls similar to mine; such as the power menu button and the quick power select.
My reason for choosing game controls for Xbox 360 rather than Playstation 3 or PC are for 3 reasons.
1. Xbox 360 controllers are more comfortable to use (in my own personal opinion).
2. Playstation controllers L2 and R2 (comparable to LT and RT) require the buttons to be pressed in quite a bit as many of the Playstation 3 games require L2 and R2 to be this way (such as GTA 4's accellerating/ Driving forward in a vehicle whose speed reacts with how far down the button is pressed).
3. PS3 controllers are very sensitive and can ruin gameplay at times as I have tested at a friend's place who has a PS3.
Another Reason why the Xbox has been chosen over PC and PS3 is because PS3 games focus more on graphical games (meaning the PS3 focuses on games that have greater graphics that would be too much for the Xbox 360 and possibly PC just because of the 'blu-ray'). Xbox 360 has a lot of good games that focus on gameplay, and as a result are quite successful, as this game also focuses more on gameplay more than graphical effects.

Sunday, October 10, 2010

5 Objectives

Create at least 5 gameplay objectives relevant to your gameplay mechanics

1. Practice using powers (particle manipulation) against the Gang members that meet you at the town gate to try and kill you for your items.

2. Destroy Debris blockading the road; Make your way to Main Street but destroying the fallen debris blocking your path.

3. Interact with the main street guard to gain entry into that zone.

4. Use the characters skills and powers to defend the town against the small raid of gang members (must not let 10 citizens die)

5. Go to the burlesque house and talk to the de facto town 'Mayor' to initiate the chain of missions for the town before progressing to the new areas.

Saturday, October 9, 2010

3 Gameplay Mechanics

2. Create at least three gameplay mechanics for your level. How do these
objectives relate to your original story idea?

a. Particle manipulation, this will let the players characters be able to control some of the particle effects (i.e. James Shaden’s manipulation of water, being able to turn it into ice or turn it into armour, therefore with any water particles near the character, they will be controlled. Nicholas Rider’s ability to manipulate the air, and with the level being set in such a dusty, ruined town, the dirt will be caught up in the attacks so it will show how much of the air is being used. Jason Dilby’s particle effects will originate from him since it is ‘shadow based’ and with it the character will be able to control these particles.)


b. Destructible environments, semi- destructible environments. With this game play mechanic, the fully destructible environments will be those of the minor items placed in to the level (i.e. cars, barrels, debris blocking the only path to the goal)


c. Interactive N.P.C’s; These N.P.C’s are split into 2 categories, these are main mission givers and optional side mission givers. The Main mission givers are found in the Burlesque house which is situated at the back of the town ruins, close to the safehouse/ save point and repair shop, these quest givers give missions that correspond with the players progress as they would need to finish a chain of missions from these N.P.C’s to progress to the next level. The optional side mission givers give the player a chance to do missions that would range from picking up something in one of the buildings to taking out a small group of gang members that may be attacking the area from time to time, but the player would get a few optional mission givers who are actually bait for the gang members to spring an attack on the player. There are unlimited side missions and about 10 main missions within the level before the next one can be taken under way.