Thursday, 18 October 2018

Game Design #2


I have created a more detailed floor plan including the Ground Floor and the First Floor. I personally feel like I could be being slightly ambitious in terms of the map size.

For this reason, I intend to work on the Ground Floor and complete it before I begin on the First Floor. The reason being is that if I find that I am running out of time, and cannot finish the entire map, as a worst-case scenario I can turn a portion of the upstairs inaccessible due to objects blocking the corridors i.e. tables and chairs pushed over.

  1. Stairs: To begin with, I will have the staircases free to run up and down should the player have access to the room. In the future, if I have the time I would like to explore ways of blocking the entrances and making the player pay with points to access them.
  2. Zombie Windows: These are the locations where zombies can enter the room/building. I will investigate making zombies spawn relative to where the player is located, and entering at the corresponding windows. The windows will be able to be barricaded up to prevent zombies from getting inside (4 barricades, lasting 4 hits, approximately 1 hit per second).
  3. Buyable door: These are doors that allow the player to gain access to more rooms. Price of the doors is currently undecided. The player will gain points from killing zombies, and potentially from barricading windows - the doors will cost them X amount of their points.
  4. Buyable weapon/ammo: Currently, I have only added three spots for this. The reason being is that I am unsure whether I will have the time to implement a range of weapons, at the moment it looks like a fairly complex and time-consuming task. If I find that it will not be possible, I will implement locations to refill ammo for the standard gun rather than a range of weapons over the map - the intention will be to add more weapons if possible.
  5. Random Box: I will create a box, which has a low chance of obtaining the special weapon (which will be created in Maya). If I can manage to implement a range of weapons, the box will give the player receive a random weapon. Otherwise, the box can potentially contain Special Weapon, Standard Ammo, Life Regeneration or empty.
  6. Life Regeneration: The player will have a Health Bar and an Armour Bar. The armour bar will regenerate based on the time the player is not being attacked. If the armour value hits 0, then the health bar begins to drain, which will NOT regenerate. Health regeneration will be available for purchase in one location of the map, for a high price to prevent players camping at the regeneration and constantly purchasing it.
I have not designed the damage/combat system in terms of zombie strength, quantities, and abilities. Due to this, I can not go into detailed plans about the window barricading system, and health regeneration at this stage. I will explore creating zombies once I have created more of the essential fundamentals of the game i.e. character movement, gun, shooting, and map. Upon exploring creating zombies, I hope to open up realistic ideas, which I can design a complete and sensible system that will including zombie animations, damage dealt with player, shots to kill a zombie (weapon-dependant), points per kill, movement speed, quantity per wave/level, possible variation of zombies?

Once the game has been created to the design, and I have added in general objects to fill the map space - chairs, tables, debris etc I think it will start to feel more full and it may be a case of adding an extra weapon or buyable ammo location. I do not think this is something I will be able to predict, and I will play-test it and ask friends/family to experiment and decide based on their experience and feedback.

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