Welcome aboard to my Fall '10 blog for FSU's DIG3725: Game Design course. Feel free to browse what I find along the
way and please leave comments!

Critques, suggestions, and questions are always appricated!

Sunday, October 24, 2010

Homework 14: Mechanics of the Mind



- What about the real world is modeled by the game?

---> Some of the main aspects of Team 1's game which are mirrored in the real world are the ability of drunkenness, inhibition against difficult situations, and the use of experiments and their results.


- Give some ideas on how you will control the Challenges versus skill graph.

---> Some ideas for controlling the challenges vs skill graph could be: forcing the player to acquire the main character's forms, forcing them to choose between flawed characters in order to solve problems and using those flaws in creative and time-based gameplay, and possibly losing various forms after numerous defeats against the capturing scientists.


- Where in the Maslow Hierarchy of Needs does your game lie?

---> Ro falls in two categories of Maslow's pyramid: Safety and Self-Esteem. From one view of Team 1's game, safety is the primary concern of our main character to avoid mistreament from unknown lab experiments. However, meanwhile, our misguided hero also deals with many problems within himself which would fall under self-esteem to conquor those problems which the player has the ability to lead Ro through.


- List some of the objects of your games

---> Ro: our main character right now has three object forms, a sphere, cube, and one last default shape as placeholders. We have decided that he will now only have two forms because characters would be inclined to play as his normal form all of the way through unless we got rid of it and to make the game a little more interesting and challenging for the players. The light and heavy forms of Ro are currently a work in progress. We have a demo model created by one of our group members which looks simlar to the characters seen in "9" the movie but after the decision to use only the light and heavy forms of Ro, the final version of Ro's characters are in production.

---> Bottles: Our main character collects these to gain energy.

---> Enemies: there are two planned types of enemies, lab scientists which will be human and lab experiments which may or may not be human.


- For these objects, list their attributes.

---> Ro - light form: white, light density, faster and more moveable form, high damage, low health.
---> Ro - dark form: black, heavy density, slower but enduring form, high health, low movability.

---> Bottles: gives energy to sustain character forms.
---> Enemies - scientists: various body type characters, one is planned to be similar to Dr. Crocker from Fairly Odd Parents, greater enemy of the game and more enduring threat, large amount of damage, tactical attacks.
---> Enemies - lab experiments: various body types, small amount of damage, brute force attacks.


- Ro - State Diagram (following pacman example).



- What is the space of your game? Discrete? Continuous? What is its dimension?

---> The space of Team 1's game is 2.5D and continuous.


- Will players see all game data, or is some of it secret?

---> Players will not know all information involved in the game, for example time, but it will be inherently known from the style of the game that it involves timed gameplay since not moving causes the player to lose the game.


- List some of the operational actions in your game?

---> switching character states, collecting bottles, avoiding enemies, and moving twords a goal


- List a few anticipated resultant actions in your game?

---> defeated enemies, escaping lab scientists


- List some verbs that apply to your game?

---> jumping, clearing, avoiding, persisting, enduring, changing, morphing, switching, attacking, strategizing



- Game rules:

---> Starting rules:
(1) All key items must be collected to go to the next stage.

(2) Players can only select one form to play as at a time.




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