Tuesday, 3 June 2014

Blob Platformer | Creative Brief on Player Mechanics


Objective:

Provide a simple, yet compelling gameplay experience for traveling through a world, that is easy to pick up and learn.

Experience:

·         The fun begins as the player launches around the game world with a single touch of the screen.
·         Quickly discover and feel rewarded with new ways to interact with different surfaces in the world.
·         Feel relaxed while exploring and collecting food.
·         Witness your progression through player size increases.

Vision:

·         Simple, accurate controls.
·         It's easy to play well.
·         Enough variety to keep the player interested.
·         No pressure from timer count-downs.

Reference - Angry Birds (Mobile/PC/etc) - Simple, one-touch control. Launch where you expect to be launched.
(Image Source: blog.mrmeyer.com)

Reference - Tales from Space: Mutant Blobs Attack (Vita/PC) - Blob changes scale based on consumed food. Uses physics based mechanics.
(Image source: Drinkbox Studios)

Anti-Vision:

·         Control style or mechanics that take practice and patience to master.
·         Multiple types of input that determine what the player is doing on screen.
·         Energy/health meters, timers, and other resources to manage.

Gish (PC) - Tricky platforming, takes a while to get used to the controls. 
(Image source: www.fun-motion.com)


Super Metroid (SNES) - Tight controls, but some are very difficult to master. Multiple 'abilities' to equip and use.
(Image source: Wikipedia)


Details:

Slingshot-style locomotion
·         Touch the screen and the blob will jump.
o   Touch and drag to 'pull' back and get more launching power.
o   Direction and distance movement accurately represents the player's expectation.
o   Plenty of visual and audio feedback to show the outcome of movement
o   Blob color changes slightly when aiming in the direction of objectives. Prevent the need for maps and UI.
·         Direction arc displayed to show initial course



Physics based environment
·         Blob will roll down surfaces as expected in real life.
·         Larger blob will gain more momentum/speed
·         Other objects in the game world can take part in world physics as expected.
o   eg. large rock rolling down a hill
o   eg. Knock down a piece of fruit normally out of reach.


Growth
·         Eating food increases blob size
o   The larger the blob, the larger the food it can consume.
o   Larger blobs can jump higher and can interface with surfaces in slightly different ways than smaller blobs (large blobs can float on fluids, where smaller blobs will sink).
·         Levels visibly scale to the perceived growth of the blob
o   eg. level 1 is from the view of an ant
o   eg. level 15 is from the view of a small bird
o   eg. level 30 is from the view of a bear
o   Player can complete each level with a minimal amount of food, but will need to collect them all to access all areas of the game.
o   Collecting more food than the minimum allows the player to access further areas of the game earlier, if desired.
o   Camera adapts to blob growth.



·         Can split to become smaller, in order to fit through smaller areas
o   Splitting reduces size by half, and leaves a 1/2 size empty blob behind.
o   Player can re-collect discarded blobs to grow bigger again.


Surfaces
·         Blob can interact with different surfaces in different ways. Examples:
§  Sticky surfaces slow movement, and allow for wall jumping.
§  Rubber surfaces allow the blob to ricochet off.
§  Weak surfaces can be broken through, depending on blob size.
§  Colored barriers can be passed through when the blob is of the same color
§  Liquid surfaces can be floated on with a larger size blob.
§  Slick surfaces can be slid on to maintain, or increase momentum.
§  Molten surfaces harden the blob, allowing it to roll instead of jump.
§  Fluffy surfaces add fluff to the blob, which will allow it to float on breezes.


Damage
·         Being hit by threats and hazards splits the blob in half (similar to splitting)
·         Must re-collect blob bits to get larger again
·         Blob recollection should ALWAYS be possible, and never prevent a player from continuing
·         The player will never die.





© Scott Balmer - Game Design - 2014

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