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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