Wednesday, 2 May 2012

Game Space


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.


No comments:

Post a Comment