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Gameplay Design Guide
default-jamc edited this page Oct 8, 2021
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The player has an array of movements available for them to traverse the environment (See the How To Play Wiki Page). The player must run, jump and dodge enemies to avoid having to start the level again. Checkpoints are placed throughout the levels, whose location are key to separating the difficult areas of the map.
Several basic goals can be outlined to encompass how the game should be experienced
- The game should be fast-paced
- The game should progressively increase in difficulty and variety.
- There should be a lesson or requirement of / for the player on every level.
- The player should know what they are running from, and why.
- The levels should be completable, but challenging.
- The game's visual elements (eg checkpoints, buffs, transition portals, menu buttons, enemies) should be clear to the player.
- It should be clear to the player when they have won the game.
The emotional goals of the game stem directly from the games' gameplay goals.
- The player should feel a sense of haste while playing.
- The player should feel a sense of improvement as they play, and learn how to handle new interactions.
- The player should feel inclined to maintain a fast pace, but not frustrated.
- The player should feel a sense of satisfaction and reward when completing levels.
- The player should feel a sense of accomplishment as they progress; the checkpoints should be placed in locations that ensure the player doesn't repeat difficult or frustrating map segments.
- The player should not become visually overwhelmed or frustrated by the map elements.
- Player UI
- Popup Menus
- Obstacles
- Boss Enemies
- Progress Tracker
- Checkpoint Design and Functionality
- Score System
- Lives System
- Game Background
- Multiple game-level
- Visual Improvements
- Tutorial Level
- Character Design and Animations
- Character Damage Animations
- Player Animation Functionalities
- Player and Serpent Portal Transition
- Pop-up Menus
- Obstacles
- Lives & Score User Testing
- Buffs & Debuffs
- Buffs & Debuffs redesign
- Obstacle Animation
- Background Design
- Level 2 Background Appearance
- Enemy Monster User Testing
- Level 1 Floor Terrain Testing
- Introduction Screens User Testing
- Character Movement Interviews & User Testing
- Sound user testing
- Level 2 Obstacles and enemy
- Story, Loading, Level 4 and Win Condition Sound Design User Testing
- Giant Bug and Purple Squid animation user testing
- General Gameplay and Tutorial Level User Testing
- Level 4 Terrain User Testing
- Game Outro User Testing