Saturday, October 4, 2014

HW 7

1. The space in our game will be continuous as we will have out main character run around an open map.  There aren't any discrete elements that will require discrete placing of pieces or characters.

2. Our game will have three dimensions since the main character and enemies will walk around and be able to jump and interact with things in three dimensions.

3. The boundaries of the game are the outside of the area that contains the villages that the player interacts with.

4. In our game the verbs the player can inform include: attack, defend, jump, heal, cast spells, build village homes, place armaments, take special powers, run, hide, and also fly (on occasion).

5. The verbs describe the player acting on the enemies in terms of the attacks.  The player can act on the NPCs in the village with placing them and building homes to protect them.

6. The goal in our game is to have the player defeat waves of enemies that attack the village and defend the village.  The player can do this by either attacking using the main character, and so also upgrading the main character, or the player can rely on the armaments and the NPCs that the main character can upgrade to help defeat the enemies.

7. The player can move many different subjects when the player is constructing, upgrading and repairing the villages.  The player also obviously controls the main character and to a lesser extent the NPCs' general actions. 

8. One change that has side effects in our game is when the main character uses his ability to take an enemy power.  Taking that ability has consequences for playing the game later when the player cannot take other more powerful abilities later on.  Our game also has side effects similar to the side effects of moving checker pieces when the player moves and builds buildings in the village.

9. Operative actions: attack, shoot, defend, cast spell, jump, heal, build village, upgrade villager.

10. Resultant actions: fortify village, direct wave of enemies, make villagers more effective at defending themselves, make your abilities more powerful.

11. I would like the player to at one point be able to fly if he takes specific flight powers.  I also want the player to be able to make movements using animation. 

12. The ultimate goal is to defend the village and kill all of the waves of enemies.

13. Short term goals include getting past each individual wave of enemies.  Other short term goals include upgrading the main character as well as the villagers.  Long term goals include getting powerful abilities and surviving to the end of the game.

14. We could potentially include text prompts on the screen to make it clear, but I think we could also just have the player dropped in the village with minimal prompting since nasty looking creatures rushing for you can be a pretty power visual queue for what to do next.  We'll also include a timer on the screen to show the player explicitly how much more time they have left before being attacked.

15. The foundational rules include what happens when an attack happens.  Depending on the level and upgrades on the character, a random number is drawn and the opponent takes that much damage.  Behavioral rules don't seem to come in play because there aren't other human players playing the game to interfere with. 

16. The rules are enforced entirely by the computer and the background calculations going on behind the game.  Rules like damage and boundaries are enforced by the game not letting the player do anything out of the ordinary.

17. Our game will develop mental skills because tower defense has a lot to do with conserving resources, patience, and understanding strengths and weaknesses.  Our game will teach an understanding of tactics and strategy.

18. Virtual skills in the game include archery, sword fighting, magic skills and any enemy skills that the character learns.


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