Tuesday, September 17, 2013

Sprint 6 Lens Questions

Lens 23: The Lens of Emergence

1. How many verbs do my players have?
Players will have a wide spectrum of actions that they can commit. From a basic punch to breathing fire.

2.How many objects can each verb act on?
Each action has an effect on the character that the player is playing as. Actions also have effects on enemy A.I  (which there will be any different types). Actions can also affect certain objects in the area such as boxes or stones (Again, there will be any different types)

3.How Many ways can players achieve their goals?
The main goal of the game is to kill enemies and level up your character. Though this is simple enough, certain choices such as which path you take and were you place your allegiances  will unlock missions and enemies that you otherwise might have never run into.

4. How many subjects do the players control?
The player will be in control of one character. Although the character can pick up and interact with some environment and enemies.

5. How do side effects change constraints?
They don’t / won't.


Lens 29: The Lens of Chance

1. What in my game is truly random? What parts just feel random?
Enemies will randomly spawn so that no two play through are the same when it comes to enemy quantity and quality.  The various paths that will be presented to the player will feel random, but of course will be pre planned.

2.Does the randomness give the players positive feelings of excitement and challenge, or des it give them negative feelings of hopelessness and lack of control?
            The randomness of enemy spawns can work against the player but it can also work in favor of the player. Or it can be right in the middle of those. We want true randomness when it comes to enemy spawns.

3.Would changing my probability distribution curves improve my game?
Yes. If you make it less likely that huge hordes of enemies don’t occur so often then it would improve the game for certain players such as new players or players that die a lot.

4. Do players have the opportunity to take interesting risks in the game?
Yes, if a player goes down a certain path and sees that there are too many enemies for them to handle, they could always choose another path. OR they can risk dying to try to make it thru the enemy infested level.

5. What is the relationship between chance and skill in my game? Are there ways I can make random elements feel more like a exercise of a skill? Are there ways I can make exercising skills feel more like risk-taking?


Yes there are ways in which this can be accomplished for our game. There could be an implementation so that every time you level up and learn a new skill the next level is made in such a way so that the use of that skill is most helpful.  Think of a Zelda game. Every time you get a new item, the next few obstacles will be about the various ways you can use that item / getting the player familiar with the way that item works.

Thursday, September 12, 2013

Sprint 5 Questions and Explaining Paragraph

• Is your team's game design using elements of all four types?
Describe in one sentence how.
Yes, our game will immediately throw the player(s) into an indepth story that looks, feels, sounds the part of an H.P. Lovecraft
novel, as well as interactive environments that will affect the way
they continue.
• Could your team's game design be improved by enhancing
elements in one or more of the categories? Describe in one
to three sentences how.
We believe that our game could always be enhanced because
every game can, but especially in the field of game mechanics.
We need to create a clear story and plotline. Also, we would like
to map out exactly how these story elements apply to the
characters the players are controlling so as to pay homage to
H.P. Lovecraft.
• Are the four elements in harmony, reinforcing each other, and
working together toward a common theme? Describe in one
sentence how.
The four elements function harmoniously in our game because:
although the very nature of H.P. Lovecraft artwork is discord, it is
pleasing to the eye; Through user testing various other fighters
we have chosen a simple “button mashing” style of game play,
which is a highly desirable format; Though underdeveloped, given
time our storyline will be much less mysterious and more
directional; Finally, through the use of the unity engine we should
be able to facilitate the vision of this game to fruition.


The basic game mechanics for “From the Depths” are a combination of
various game elements from several of our favorite side scrolling fighters. First we
decided to utilize a vertical movement plane allowing the characters to move the
characters multilaterally, games like this include: Double Dragons, Streets of rage,
TMNT series, and of course Golden Axe. We also decided to use a “power-up” meter
that grows when enemy troops “souls” are consumed, the culmination of which
allows the player(s) to unleash a breath attack affecting a larger field of enemies.
The plan is to create a divergent path in several parts in the game so that the
player(s) can experience the same level several different ways based on which
direction they choose next. Our programmer, Rob, hopes to incorporate a
randomized spawn point system so that no matter how many times you play, you’ll
never see the enemy appear from the same point.
Ideally we want that player to be able to interact with the environment, for
example: you are attacking the humans and a tank rolls out of nowhere, now you
have the option to pick the tank up and smash it or kick it like a soccer ball towards
your attackers. We plan to use incoherent noises and text for the “voices” of the great
old ones in the hopes that we might get their side of our dark protagonists. The true
goal of the game has yet to be thought up, but I think we will end up leaning towards
Dagon cultists attempting to Raise and control the elder gods, at which point they
brake free of their ancient prisons and begin towards those whom had summoned
them. The logical plot variant ending would be to give the player the choice of
whether or not to help the cultists whom freed you.

Sprint 5 PowerPoint