Prototype 1, Control - Erik W
To begin ideation we each brainstormed ideas and shared them with each other. I decided to narrow in on my idea for a game where there are different player character types such as controlling a humanoid, bird, tree, etc. Since the game idea involved no organic life, just robotic, I decided to use an unconventional control scheme of 0 (forward), 1(back), and SPACE(rotate). Ideally, there would be a set amount of control systems, say for example five schemes. I think these would cause players to almost choose a class without explicitly choosing one as they get used to using one or two more than the rest. Though you may strive to learn them all.
Using the three buttons for forward, back, and rotate would not be the case for every scheme, just as an example. They could control say a bird's left wing, right wing, and if it is flying up (hold space), or flying down (release space).
I have thought about having certain situations where you must use a specific control scheme, to add a bit of difficulty to the gameplay. As for what the gameplay is I think it could be a puzzle game, a narrative game with challenges, an exploration game, or all of the above.
Get Go Dig A Hole
Go Dig A Hole
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- Week 12 - Assets for Whiteboxes & Visual ImprovementsJan 12, 2023
- Week 11 - Polishing and Bug FixingJan 12, 2023
- Week 10 - QOL ImprovementsJan 12, 2023
- Week 9 - Enemy ImprovementsDec 03, 2022
- Week 8: Animation, Assets & UINov 17, 2022
- Week 7 - Burndown Chart and Game Design MacroNov 17, 2022
- Final Week, Vertical SliceNov 05, 2022
- Week 5 - CharacterNov 01, 2022
- Week 4 - Basic MechanicsOct 25, 2022
- Week 3 - Nature - Davin AOct 12, 2022
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