Game Design- Gameplay Diagrams
We have created some diagrams to visually convey the core mechanics of the game.
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Gravity-invert: combat
Here is a diagram explaining how the gravity-invert mechanic can be used to gain an advantage in combat. E.g. an enemy that has a weak spot on the top of their head.
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Gravity-Invert: level design
Gravity-invert is also a key mechanic for level navigation. Obstacles and hazards can be overcome, when they couldn't be otherwise. Players will have the same capabilities after they have changed gravity, so they can still jump, shoot and run as normal.
(This won't be how the gravity-invert looks in game, the camera should rotate with the player so they are always positioned at the bottom of the screen and there are no issues involving inverted controls)
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Dimension-swap: level design
Below is a representation of how the dimension-swap mechanic will be used. Objects such as platforms, obstacles and hazards may exist in one reality, but not in another. This should encourage the player to experiment and think more creatively about how they can approach certain sections. There should be a visual signifier for what elements in the environment are reality-dependent to avoid confusion.
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