Friday 23 October 2015

YEAR 2 - BA2a - New Features and Mechanics

This is a screenshot from a top down perspective of my map. I've coloured in certain areas to better highlight what goes where.

Black - Player Start Point
Yellow - Gold
Red - Zombies
Green - Potential Exit Locations

The dark grey is just regular blocks that you can mine.












The player starts in the middle of the map.

They are in close enough to a zombie to hear what it sounds like but not close enough to see it yet.
    - So that the player understands what zombies sound like


The first thing they'll probably see is some loose gold which is glowing yellow (which feels safe in the darkness) when they touch it, it makes a satisfying sound so they know it's good to pick up. It also acts as a light source so that when they get to it they can see the zombie stood near by which should be facing away.




- Now the player understands that they can get quite close to the zombie as long as it's not looking at them. They also understand that gold is a good thing but is sometimes better left than taken as it gives the player greater vision.






The player should also see the glowing yellow gold blocks to their left. Since they know that gold is good they might try to mine the blocks revealing loose gold that they can pickup.


The player can throw out flares (of which there's a limited supply) that bounce around and illuminate the room

The players task is to find the door hidden at one of the potential spawn points (closest I could get to procedural generation). They have a device that sounds whenever they press the spacebar.
The higher the pitch, the closer they are to the door. I want the player to feel like they have a chance at finding the door in this huge cave without it being as easy as following an arrow or conveniently placed lights.




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