20 March 2015

Designing prototype #3

In my previous post - What do I want from my third prototype, I made it clear that for my last game, I should avoid having tap and swipe inputs, as I've already coded them in before meaning I won't learn anything new; and preferably not use timing or precision elements, instead going for either pure speed, avoidance or time pressure.

My third and final game idea is called Square Follow. Player's job is to move their character left and right using the drag input. Whilst they do that they must not miss touching any of the squares that fall down from the top of the screen. Each caught square gives 1 point. The goal is to catch as many squares as possible. The illusion of the player constantly having to change position of their character, based on where the squares are dropping from, gives the illusion of the player following their path, hence I called the game Square Follow.

Because the squares will be falling down really fast, the game will make use of the pure speed twitch mechanic, forcing the player to react quickly and accurately (meaning it'll make use of precision too).

To make it easier to understand, below I'm visually representing the gameplay of Square Follow:

Red square: player
Black squares: the squares that the player needs to touch as they fall
The last screen shows the player missing the black square meaning they lost. When the screen is touched thereafter, the game restarts.

From next week onwards I'll start developing Square Follow. As usual I'll be showing my progress in here.

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