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IS480 Team wiki: 2012T1 6P Game Mechanics 2

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  Game Mechanics   Prototype   User Testing   Development


Game Mechanics 2

First Minute

When the game starts, the main menu screen will appear, with the following options:

1. Play

2. Options

3. Credits

The player can choose to tweak options and see the credits. When he selects the first level, a short clip will be played to introduce the story. At the end of it, player is directed to start World 1 where only the first stage is made available. Player starts off by playing Level 1 in Stage 1. Hints appear in the first round as simple explanations on how the game is played. The player taps and holds his finger on the screen to adjust the directional arrow for his aim towards the swinging vine. Upon release, the rock is thrown and cuts the vine which is released to collect the tokens.

Game Flow


Victory Conditions

The end objective through all levels is for the user to collect as many tokens as possible with the aid of the swinging rock. The player cuts the vine attached to the rock by timing his throw. With accurate timing, the released rock will collect each token by passing through the tokens.

Scoring

Graphics

The graphics are all in 2D. The objects, background and enemies will all based on the setting outlined in the story. Frame-by-frame animation will be done for each character’s movements, rest are static. For a prioritized list of graphics, refer to Assets under Section 3.9

In-App Purchases

There are several in-app purchases made available for the user. These virtual goods are purchased with actual money through Google Play Store.


In-app-pricing.jpg


Controls

Controls are simple. Since this is a game for mobile devices, touch will be the main input. Essentially, player must touch Gralch for it to begin its actions, such as throwing of objects. Player can adjust the angle of the direction and strength of the shooting marker by scrolling it up or down to tweak his aim without letting it go. Upon release, object will fly across the screen following the trajectory set by the player. Else, Gralch will be in its idle mode. Occasionally, hidden objects are scattered in the world for player to collect and store in his inventory. These items can be used as ammunition, but not necessary. To choose an item to fire, player taps on those items in the inventory box to activate it.

Level Design

Technical

The level design of the game will be done using Adobe Photoshop. Background images will be created in different layers where the last layer will be animated. Other elements like ammunition, enemies and obstacles will be created individually, as these objects are interactive in the world. The created images are packed into sprite sheets using Texture Packer, which would then be published in Unity. Sprite, which handles the animations and Faseer Physics Engine, which gives physics controls to objects, will all be put together in Unity. Once the level is completed, the game will be saved and packed into an .APK file according to the Android SDK version chosen. This .APK file will then be uploaded to Google Play Store or installed onto android phones for gameplay or testing.

Design

Each stage has its own unique concept consistent throughout all levels

Level Design Document: Level Design

A vine swings in pendulum holding a rock. By timing the perfect shot, the vine will be cut and the rock will follow a path which collects all tokens. Each level sees a variation in the obstacles present to make it more challenging for the player to obtain all the tokens.

Assets

Graphics

Gralch assets.JPG

Audio

<in progress>