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.

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