Project: Gauntlet - Current Iteration

Tuesday, November 24, 2009

The Game

But.... what is the game? What do you DO?

It all begins on the whiteboard.

The time? A conservative 11.35pm / 23.35 military.

Let's break it down - into four subsets - of varying complexity.

The Goal

Starting at Point A - reach Point B.


Movement

Run, Sprint, Jump.
View: Above-and-behind.

Combat

Melee - Strike.
A character can withstand a number of strikes before being knocked down.
A character can withstand a number of knockdowns before dying.

So far, so simple.


Level Generation

Procedural generation of levels. That magical 'P' word.

Each level consists of a Path - a set of adjacent areas, the first of which is Point A, the last of which is Point B.

Each Path is of an arbitrary length - the longer, the longer the game.
Each Path is plotted in an arbitrary area - the smaller, the more winding and convoluted the Path.

Each Path is lined by Walls (invisible) - effectively creating a Gauntlet for the player to run.

Each Path is populated with Enemies - the difficulty and quantity of which are correlated to the position in the Path they fill - the higher the position, the more numerous and difficult the Enemy.

Each Path is populated with Obstacles - to be Jumped or Avoided.

Each Path is decorated with context-specific textures, and randomly decorated with 'flavour' scenery.

Executive Summary:

Run along a path, avoid obstacles, escape or defeat harder and harder enemies, and TRIUMPH - my son... Triumph.

The very essence of conceptual simplicity.

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