|
As mentioned before the game me and my group chose was Umibozu. The main mechanics in our game is to follow a terrain and kill enemies that’s in the players’ way of making it to the finish.
In order to present these mechanics to the player the start of our game is designed as an introduction to all the mechanics in a simple way. If you somehow would fail the trail you would only lose a maximum of 20 seconds progress and learn from your mistakes. In the picture below you can see the boat’s starting area at the bottom of the screen, the grey square in the center of the screen. In order to teach the player that the trees cannot be passed through we put three trees in a clump right in front of the player, forcing him/her to move out to the edges of the screen to continue moving. Secondly, we wanted to show the player that it is possible to move in-between trees, if there is a small cap between them. As seen on the second row of trees with 2 gaps between the tree in the middle, it is possible to move between either of the two gaps. Lastly, we force the player in a tight area with one enemy lurking in the tightest part of that area, forcing the player to shoot the enemy or the player loses one HP. That way the player learns that if the enemies are not shot the player loses hp if they hit you.
That’s the thought process behind our starting area, not too complicated as our game is pretty simple, mainly shoot enemies and don’t get stuck by obstacle.

After the starting zone the game gradually becomes harder and harder, with more difficult terrain to get through and more enemies in your way to making it to the end of the game. As we barely have time to implement a boss we will instead have a cut scene when the player has finished the game revealing the monster the player has been hunting. What will be revealed in the cut scene is still in discussion.
About August Demirsson
2017 Game Design
|