![]() ![]() In order to meet the high mobility of the player, finding a suitable light source and using reflectors in different places has become the core idea of designing the puzzle-solving area.ĭesigning unique puzzles in different areasīut we also want different things in different regions. The reference to the light mechanism comes from the lasers and reflective blocks in the Portal, and this also serves the plot, which is the astrology. In each area, we want them to have the same mechanisms. During the iterative process, we finally chose the former as the main mechanism. It can swing through the air with a hook like Spider-Man, or pull environmental objects like in God of War V. When designing the character mechanism at the beginning, we considered that the player's moment-to-moment action should be connected with the puzzle-solving mechanism as much as possible, so we initially decided on the whip. Puzzle solving is at the heart of our game. ![]() ![]() The final part is a small puzzle: the player should use the whip to drag the rock and put it on the button ( the dark red button on the map) to raise the platform and move to the end.Īll the whip-related mechanics include swinging, dragging and moving an object, hitting an object repeated at least 3 times to enhance the player's learning of these basic skills.Designing puzzles based on core mechanics Keep moving and use the whip to hit the rock( the dark gray object on the map) and it will slide and accelerate to drop on the seesaw and raise the seesaw for the player to jump down. He will use the whip to hit the hanged object and make it drop to kill enemies below. Enemy ambush will attack the player in the cave, the player should quickly run away and use the whip to drag another trigger at the end of the cave ( the purple circle on the map) to block enemies' catching up. The player will use the whip to swing between each attaching point to learn this basic moving skill ( the red circle on the map) then use the whip to drag the trigger ( the purple square on the map) and enter a cave. ![]() The goal is to teach the player how to use the whip to interact with objects. The image below is the teaching level I designed at the Proof of Concept Tech (POCT) stage. ![]()
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