Thursday, February 23, 2012

Gameplay mechanic ideas

Using this to track gameplay changes through comments/requests (changes in speed, reduce number of cubes, change enemy speed, etc)

2 comments:

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  2. So I've been giving some thought to some of the things Brian mentioned last time we talked. The main difficulty we face is finding a way to create rising and falling difficulty. I think we can do this though the gates the player reaches in the large level. Since the first one is for learning this is difficult but I think after the second when the player get to the large triangle we can great a delay that gives the player a moment to breath and roam a bit then introduce the enemies. I also had an idea that came from you guys first tried to import the circle (the glow or red part of its texture was detached when you tried to move it around in the level editor). Could we come up with some concept in which the circle can't be destroyed normally, but in a certain state it can be. Once he's destroyed the player gets a break again, then make we introduce 2 more of them or the metacircle comes back as a different color and is more aggressive. The player gets more blocks toward reaching their goal each time one metacircle is destroyed and eventually accumulates enough present blocks in the level to reach the end goal.

    I know David talked about a mechanic of "giving up" blocks in some manner but I'll look back through the blog to get a more fleshed out idea about it. So I wasn't sure how this may factor in.

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