week 8/ April 5th assignments complete Gd 201


work due for april5th, 2021

Get gd 201 digital games prototype 2021

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journal readings and the mechanic implemented for my horror game 👇

MECHANIC implemented: 

the mechanic I would like to implement on my Forest horror game is a mechanic that punishes the character by being attacked by an enemy leading to walk slower and run less with also triggering the insanity meter feeling hopeless and scared to even attack to give more of that sense of fear and dread for the game to feel more terrifying. Rather than fear of dying of an enemy you encounter in the forest its more about the fear of what lies ahead and is ready to attack you and every step you take to get through the forest. 

THE TRUST SPECTRUM

"THE TRUST SPECTRUM" talks about how design with social and trust connections on any game your creating from CO-OP multiplayer to single player games. This reading focuses on how to make sense of level design, the theme of the what the game is going for, form a special relationship of the spectrum that's been set up to have good confidence later with anyone willing to play the game being designed.  If you do not do that, then you break the game's principles with just marketing, incomplete design of the games mechanics or modes, and terrible experience of gameplay.  the more trust on games you build off upon, the more the mechanics, story and presentation gives it a high respect of trust that makes the game unforgettable and fun depending on the resources examples being time, risk and  roles.  the more the risk, the more satisfaction you will get for the game's rules and setup that was meant to be played. 

Level Up, Chapter 9

This chapter of Level up talks about observing level design such as rounds, waves, the world's objectives, level interior and observation in 3d or 2d. When starting a level it can start with ACT/ZONES starts like Sonic the hedgehog or Level Start or just dropped in starting the action.  When mapping a world you need to focus on the graphic design of the level, the color scheme, the tone and theme to understand what your creating and going for especially the characters. The characters have to stand out and resemble something unique for the player to take interest to play from the colors to the characters attitude/motivation or abilities.  What's weird is that You do not have to add a lot of characters or any except the main character but should also stick up with the core of the game. Even crazier,  Nor a story is required as long as the gameplay stands out as well as much as the level design and fun to play through. There are also goals you need to form to have something and motivate you to keep playing otherwise its pointless. Have creative form of structure when designing, use your imagination with the items, weapons and enemies to have more fun and joyful to know more about but also feel satisfying when using the supplies while also getting to know the enemies and destroying them too. I also liked that it mentioned sandbox areas of measuring the angles and width of the stage/area your game will center around on while also focusing on exploration and depth. Plus,  of not adding invisible walls since it limits the fun and exploration of the game making it more clusterphobic than it should making it a chore to play as a result.  What I also found interesting is that the tutorial levels to help you play are done last and you must first focus on sketching ideas on what the levels should look like, mapping it out with precision and measure,  what enemies spawn in what area and the items/weapons put in the game.