Thursday, 28 November 2013

Mechanics

From the mechanics sheet I did at 4am, I came up with some mechanics for our game, but I started at the very basics of movement. I did this for a starting point as I didn't want to start with some of my more in depth ideas. Some of these mechanics are very simple and are fully self explanatory from the images, such as running and jumping. Later, I will talk more in depth about some of the mechanics which require it.





 The following 3 images are for a mechanic I call Precision Foot Placement. Originally this was going to be a much more in depth mechanic where you would aim and place each foot individually to try and make it feel real as possible as well as try to create something I haven't seen done before. Upon reviewing the mechanic, it was decided that it was too in depth for replication with a controller without getting too complicated, so it was simplified down to what you see here. The image was taken from Indiana Jones and the Last Crusade, from the very scene which inspired this mechanic. The idea is that you get set options of where to place your foot, then you get options of where to place your other foot and so forth until the puzzle is complete. In this instance, failing would mean you fall through and have to make your way back to the start of the puzzle, succeeding would mean you get the next options appear.


 This sheet of controls are possibilities of how you could control these movement mechanics. the game being very much about exploration and the world, we don't want movement around this world to be limited, and with these controls, it would aid with stealth, dodging and passing obstacles around the world, whether it's crouching under a fallen pillar, side stepping a speeding world npc, or rolling out of the way of an oncoming obstacle, we want as much of the movement to be free within to world, and not limited to scripted events.



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