Blog3:new concept thinking

 According to the feedback from the program, our current mechanism and gameplay were too simple, so they asked us to simplify our design. After discussing many times, yuxuan and I changed our gameplay. We rediscussed how to define our game. I put forward several ideas, but none of them were easy to implement. I thought that cooperative games could be divided into pvp and pve. I referred to two games for the Pvp mode

 Dead by Daylight

                                                                                  dentity

The key words I extracted from these two games lie in asymmetric confrontation games. I was thinking if the battle between the children in the dessert house and the witch could also be designed like this, so I designed a new version of the idea.

2 to 4 players

Explore the escape path in the house with changing terrain. Along the way of exploring the house, you will encounter all kinds of monsters and ever-changing traps set by the Pastry Witch. Players need to work together to defeat the monsters, avoid the traps, and finally find the hateful Pastry Witch to escape. There will be hidden passages along the exploration path. Solving puzzles in the hidden passage will unexpectedly earn rewards, allowing players to go to the mysterious store to increase their stats.

Gameplay process

The child player needs to rescue the originally kind and lovely little elf in the house to obtain the key to the witch's room and defeat the witch to win.

The witch player can allocate traps and monsters in each room to imprison the elf and prevent the player from getting the key. The player who kills all the children along the way wins.

However, after many trials of this version, we still found that it was impossible to achieve the balance of the game. Because the operation of child players is more interesting, while the operation points of witch players are few. How to balance the controllable monsters and traps in the room has also become a difficult point to design. So we also abandoned this version. We hope that the joy of players playing the game is mutual, so we need to create a game that everyone finds very interesting

We abandoned the Pvp mode and chose the PVE mode, allowing the behaviours of witches and monsters to be controlled by ai. As players, we control the child character to survive in the perilous dessert kingdom and find the witch to defeat her. We combined the idea of Roguelike games. Meanwhile, our designer, yuxuan provided interesting game mechanism inspirations from

                                                                              minesweeper

The player will be generated at a distance far from the boss room and then be informed of the current distance to the boss room. The player needs to plan the route through the numerical prompts to find the correct direction to the boss room.

I roughly drew our possible routes according to our requirements 


During the design process, there will be many other small rooms interspersed. After summary, it is roughly composed of an initial room, a store, a monster-fighting room, a trap room, a boss room, and a dungeon maze room. However, the number should continue to increase in the future. Because we are worried that our program may not be easy to implement, we have provided this version for reference first.

 


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