We knew what type
of game we wanted to create now it was a matter of deciding what the
game space would be like. We had considered to have a linear path
from goal to goal in an adventure style game, hence quest. There
would be other modes such as time attack and an endless wave mode.
Deciding that this was slightly too ambitious we opted for the wave
system for the prototype.
We then thought
that a circular game space was appropriate as it gave the player the
most freedom, and could be easily scaled. Looking at games like
Minigore we were able to see that this form of gameplay lent itself
to a circular shape game space. We created a few mock ups of where
the enemies would spawn and where the player would start. The basic
form of 'wave survival' gameplay starts with the player typically in
the center of the screen with the enemies surrounding the player. As
the gameplay goes on the speed and the waves or the enemies typically
get faster, we thought of implementing this time allowing.
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