I have chose this image from the game Terraria and this is the sort of landscape that I want to create for my game. I like the idea that even though it is just a side-scrolling mechanic the world still seems that there is a lot of space and freedom in where you choose to go. The background is also simple but effective as it gives the player a sense of depth but doesn't take the attention off the foreground where the main game is happening. When looking at the colours and the creatures I will be using different ones as I was my game to look more realistic than this one to entice the player more.
I have taken this character selection screen from the game Team Fortress 2 as I really take an interest in my game implementing a class selection screen with a brief description of the character and what abilities they will have. However I won't have as much variation as I would want to stick to medieval themed classes such as rouge, mage, warrior , etc all having abilities different to the other.
I selected the two images above as my game will need to have enemies for the character to fight and i immediately thought of ghouls from Fallout 3 (top image) as I personally feel that they would well-suited for the game world that I am creating as there were many illnesses and such during the medieval time. However, when thinking more in-depth about the enemies I didn't want them all to be the same which made me think of the special infected from Left4Dead 2 (bottom picture) as all these different creatures have different attributes and abilities it adds more variety to the game so it doesn't get repetitive.
For the main focus of my game I wanted it to be quest and story based as this gives the player a goal to work to giving purpose to their actions in the game world. In my game I want there to be one main quest line as this is the standard in all games like this, working your way to a final goal to end the story with but I will also have side quests giving the player the freedom to choose how they play the game and which quests they want to do or not.
In quest games there are often group instances which will most likely be dungeons and I would want to put this into my game because gives the player an activity to do instead of quests and side quests that also requires teamwork. As the game will have different classes you would be put into a dungeon with people of different classes as all the abilities would be needed to complete these dungeons.
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In these dungeons there could be obstacles such as puzzles, random events and boss fights which are all relatively common in dungeons as they add a challenge. Boss fights would be the main focus of the dungeons that I would create and I would take inspiration from games like destiny as in these type of boss fights you have to complete an objective or do a certain thing to be able to deal damage to the boss which I feel is a really great game mechanic. Even though these fights take awhile to complete and figure out, I feel that once complete the player will be satisfied and relieved.
A leveling system is more or less required in an adventure/questing game as it gives the player a sense of accomplishment and could also unlock new skills for the player to use giving them the drive to complete quests and side quests. The experienced gained will be more for the main quests, about 1/2 or 3/4 of the experienced gained from side quests and about 1/8 of the main quest experience for killing normal enemies (will be different for boss fights). I would use inspiration for the game Borderlands where a piece of text will pop up on the screen when the player levels up and if they unlock a new skill this will also pop up on screen.
I will incorporate a map into my game as there will be different areas that the player can travel to but the map wouldn't be as on large of a scale as the Skyrim map as I just simply wouldn't have the time to do this. Each area will have a different theme/biome adding variety and different enemies for the player to face. There will be quest lines that will force the player to explore the land and I feel that this would be necessary because if I didn't do this the player may not explore the world that they have been given to its fullest.
This is an example of they type of boss fight that I would want to create but it wouldn't be as complicated as I'm not sure if I would be able to make my game/dungeons multiplayer meaning that I would have to construct a sequence that can be done by one player. This video also shows a version of the loot system that I would want to implicate into my game as the loot drops from the enemy that you have killed. However in Destiny the loot drops as an "Engram" form but I would make it so that when the loot drops you can actually see what it is before picking it up.
If I was to use the loot system idea I would also have to manage an inventory system which would look something like the image above but on the left side it would more likely just be "weapon" and "armour" and even this could later cause problems in the future as I would have to learn how to make the character appearance change depending on the weapons they have and the armour they are wearing.









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