17 October 2024

Scaffolding Concept Review (Jackson Sommer & Andrew Swanstrom)

 









We thought that working with minesweeper would be an interesting challenge of replicating simple mechanics with a thematical expression of thought and creativity; a lot of the designs attempt to replicate the detonation and flagging mechanics of the game, as the player simply moves around with the mouse, flagging potential bombs and detonating all other squares. The mechanics of this game have always felt weird, and they could use a more appropriate controller with much more obvious inputs than just left and right click. Specific questions we have would be is the general thematic approach working, and would tackling movement in a different way be beneficial? 

For our second game, we went a little more complex and decided to choose Hades. The game is a roguelike with 10 total gameplay inputs. The player attempts to battle through hell by spamming attack, special, and dash, and they move to the next room by using the interact key. Cast and call are not essential to gameplay, however we included them on the controllers anyways because the game becomes a lot harder without them (specifically call). We decided to make the controllers emulate the weapons in Hades, with specific design choices that hopefully would make the weapons more distinct when playing with that specific weapon. Our two questions here would be: is the game too complex for this assignment, and should we try to come up with some more unique inputs? 





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