All right. Homework time.
Let's see...I'd say the human characters model the real world pretty well. I mean, the game starts at a garage sale, a common event in reality. You are traveling through a house which is pretty true to a real house as far as proportions go. It's a bit small right now though lol. The guns are...kinda real. The one we have now looks pretty realistic, at least.
So, my thoughts on the challenge versus skill graph. The player starts off facing simple enemies that are relatively easy to kill as a sort of training round. You've got a simple gun that isn't super powered, but you can take the enemies out easily. As you progress farther into the mansion, there are more enemies, making them harder to kill. At different points throughout the house or at the end of the house, you receive a new, more powerful gun. The process then continues at the next mansion, but the times between getting new weapons sometimes increases or decreases.
Our game probably lies in the level with almost primal instincts. Survival. You aren't searching for food or anything, lol. You're also not trying to perfect your painting skills. You're trying to stay alive. I guess in a way it fits in with acceptance because you're pretty much doing this for your sister, but oh well.
As far as objects go, right now we have guns and enemies. I've drawn up some different lamps, as lighting is probably going to be essential in the bottom floor of the first mansion. We're going to have stationary furniture in the mansion as well to make it look more like a mansion. Some way of restoring health and bullets should also be implemented.
The space in our game is continuous, I think. 3D. You can walk just about anywhere (you can't walk through walls, floors, or ceilings).
Players are going to see at least most of the data. For example, the player will be able to see their health status, remaining bullets, inventory, etc. I think an interesting thing to do would be to have the number of enemies killed and other random statistics listed in another menu, so it would be visible for those curious but not shown on the HUD.
Operational actions. If I remember correctly, these are the basic actions in the game? Most basic would be moving forward, backward, left, and right. I think you can also strafe left and right, and you can definitely jump. There is also shoot. Less basic would be picking up objects, such as health and guns. Also interacting with objects such as the flicking of a light switch and the opening of a door.
Resultant actions are fun. I'm thinking it would be cool to be able to shoot down a door, which, if implemented, could be a resultant action if nothing explicitly says 'shoot this door down.' Having more interactive objects would lead to more resultant actions, such as being able to throw the furniture in the room. For example, if you could throw the lamp, you could kill enemies by it.
I think I just listed verbs. XD Let's see, walking, running, shooting, strafing, picking up, maybe throwing, interacting, flicking, opening...er...dying...killing...emerging from your battles victorious...saving...winning...and I'm running out of ideas. ^^;
The all-important RULES! I'm horrible at describing any sort of rules. So you're in the mansions. You can't walk through walls. Your goal is to get to the top, preferably without dying. You have to kill the enemies and fulfill a task in order to progress to the next floor of the mansion. You will have chances to resupply your gun and health. Once you reach the top...I propose we have a boss battle or something and then move on to the next mansion, which will be harder than the one you just left. I feel like this isn't enough elaboration on the rules. XD
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