This project saw its conclusion with a demonstration of the game mechanics I had made in the form of a level:
This level communicates how the basic mechanics of the game work and how they could be used in different scenarios, mainly solving puzzles in some way but they would be good as the starting point of a larger game with other aspects of gameplay. Here are some ways the mechanics could be adapted into a completed game, had I had more time to invest into the project.
Stealth mechanics
Many of the games I researched for this project have stealth mechanics, including Dishonored, Bioshock, and Indiana Jones and the Great Circle. I believe the game I created could lend itself well to this type of gameplay. An example of how the mechanics could be used in favour of stealth is through light manipulation; the player can use the energy draining power to take energy from a fuse box in a room or building, shutting off the lights and allowing the player to pass by unnoticed until a guard notices and activates backup power, for example. This could create some interesting moments of decision-making for the player when looking to traverse an area. Stealth games often force the player to choose a route through a level that will allow them to remain unseen. The ability to turn the lights off and become mechanically invisible to enemies opens up new possible routes to the player. There could be some form of heat-detection enemy later in the game to force the player to think on their feet in some cases. For this mechanic to work effectively in the context of the game world, the player would need some kind of advanced sight ability that activates automatically when the player is in an area too dark.
Advanced sight
The player could have an ability that allows them to see interactable objects and important parts of the environment, like Batman Arkham's detective vision, Dishonored's dark sight, or Hitman's instinct. This could be used to darken the world around the player but highlight objects that can be drained or powered.
Combat mechanics
The power mechanics could also work well in combat. There are many games - such as Insomniac's Spiderman, Star Wars Jedi and Elden Ring - that use some kind of power meter that stores power to be used for different combat abilities. This power could be interacted with in many different ways during combat. For example, the player could power an explosive that is near some enemies to blow them up; they could create a shield with their gauntlet that absorb incoming damage or projectiles and converts them to power; or they could perform a powered-up punch using stored power. It would be best if the powered combat abilities are secondary to a main form of combat to accompany it. like how Spiderman has melee attacks with accompanying webs, Star Wars Jedi has lightsaber attacks with force powers accompanying, and Elden Ring has melee weapons with a magic bar accompanying.
Skill tree
The player could gain experience for progressing through the game, defeating enemies and/or solving peripheral puzzles. Using this experience, they could unlock abilities to assist them in combat, stealth, and level traversal. Here are some examples of upgrades they could unlock:
- Flash effect from the gauntlet to stun enemies
- Quieter footsteps when sneaking
- Faster grapple
- Charge power when moving (or just over time)
- Extra slot(s) for storing power
- Improved advanced sight (highlighting objects from farther away, or more types of object)
Adaptation into a horror game
There are horror games such as Resident Evil that often use puzzle solving to build tension by directing the player to specific parts of the environment and making them linger in areas for longer than they otherwise would, allowing to experience the atmosphere thoroughly. The puzzle-solving system I have made could work well in this context if I wanted to make it into a game that had emphasis on the atmosphere. Another thing that horror games often do is allowing the player to explore a somewhat linear area, then turning all the lights off so they have to do it again in the dark when there are enemies in the area. Dead Space does this set piece excellently and it works thematically within the game as the player is transporting a battery that must be taken out of the light controls. My game could also execute this mechanic well as the player could be forced to turn all the lights off because they need the power for something else.
Puzzle challenge rooms
The game could have areas off the main path of the game that serve as challenge rooms. These would be entirely puzzle oriented and would allow an approach to game design that focuses purely on the puzzle potential of the mechanics. This could be done by draining the player's power upon entry and forcing them to work only with the power available in the area. Tomb Raider does this in the form of challenge tombs, Star Wars Jedi uses force tears, and Super Mario Sunshine takes a core mechanic (the F.L.U.D.D the device) away from the player in secret levels so they must rely solelyon their platforming ability. The player could retrieve collectibles or experience points for completing these sections.
Comments
Post a Comment