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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