Friday, 14 November 2014

BA4: Research mind map mechanics

mechanics
In this mood board I looked into different game mechanics that I could possibly used in my game prototype. this mood board looks into the detailed affects that mechanics and how it can have an almost a game changing effect on the game. I think personally the mechanics that most interest me are the player versus player mechanics  as I think that's  player working against another player offers more unpredictable challenges than if I was to create the challenge of the player itself. 

Economy


Trading

Trading gear that is not useful for a currency
Selling items you have made for a profit
Obtaining higher gear through currency

World economy

Play imports will affect prices of other items
Players supplying a certain night will result in the decrease in its value
Player guessing which  item may go down price

Arena economy

Player kills will result in their learning currency allowing them to purchase items to make them more powerful
Players competing for a saying among currency consisting in an area to gain the most of themselves

Player versus enemy/player versus player


Arena combat

Players confined to an area until a certain amount of kills is achieved
Players score compared to the other team

Map control through control points

Positions that players have to to be in the vicinity of two control
Part of the map that may dynamically change when controlled by a team resulting in extra vehicles or weapons

Stats of players

Various different health bars for different classes
Different damage outputs are different classes
Various different of movement patterns for certain classes

Collecting


Collecting ammo or weapons

Collecting weapons  that are more powerful than the one currently possess
Restocking on ammo for a weapon
Collecting a weapon that will give you an advantage in either close proximity or from a distance

Collecting a currency

Through kills the player can collect the currency
The player may find a currency died throughout the level
The player may have to do get to a certain place to unlock a chest containing currency

Collecting tier items such as common/rare/ultra-rare

Fighting stronger and stronger enemies to get better gear
A color categorizing system
The more rare an Item is the better the stats on the object are compared to a lower tier item

Collecting information

Side missions that may involve information about the game universe
Information that  may reveal a major part of the plot

Different camera positions


Hero focused

First person
Third person
Birds Eye view

Group focused

Birds Eye view/zoom in ability
Multiple selection from a Birds Eye view

Fixed environments cameras

Cameras place throughout the environments that switch between them depending on the player's position

Dynamic free cam

Use the spectator game
Used to create a map in a world editor mode

Controlling a hero/player


Movement

Fast-paced
Slow
Upgrading movements depending on collectable's or items

Controlling options

Control players weapons that they are using
Controlling the character's Avatar ability to move

Abilities

Spells or supernatural abilities
The players navigational abilities such as free running

backpack

Store player collectable's
Store weapons and ammunition
Limited capacity depending on the upgrades/condition

NPC


Friend

Companions that will help them battle
NPC is that will guide you to a new location
A trader/supplier

Foe

Other players
Random spawning NPCs
Bosses that have more health than commonly spawning NPCs


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