Cycle 3, Activity 4: Mechanics, Objects and Rules – Paul Dalgety

As this is a 2d sidescroller the possible interaction with the world is simpler than that of an rpg and so the object list is smaller than that of the aforementioned genre. The table shows the relationships between objects, how the interact and the purpose of them being in the game. The rules associated with the objects justify and links they have to other objects through their attributes and purpose.

Object Name Object Purpose Object Attributes Object Relationship Rules/Events
Avatar Player controlled object, allowing interaction with the world through simple controls. Character is depicted as a young warrior from the world war eras. He has a knife which he uses to attack the soldiers guarding the bodies of the avatars fallen comrades left over from the war.

 

The avatar uses his basic attack and jumps to maneuver through the level.

 

The player uses the avatar to interact with the world.

 

The player’s avatar can take damage from, deal damage, collect items by moving over them and jumping on the platforms.

The avatar is affected by gravity, and the constraints on the world laid out in the boundary rules of the game.

 

The avatar is restricted to the bounds of that area.

Enemy soldier Purpose of this object is to try and prevent the avatar from reaching the end goal of the level by attacking the player when they player enters the constraints of the patrol points assigned to the enemy.

 

The enemy will have a ranged attack and a melee attack based on the distance away from the target.

 

2 points are assigned to the enemy soldier, the enemy will constantly move between these two points.

 

The enemy soldier patrols an area between two points, if the player enters the area the soldier will move closer while shooting until they get into melee range. The enemy is restricted by the bounds selected as patrol points. If the avatar is not in the patrol point area then the enemy soldier will continue to move between the points.

 

It is an exit requirement for all enemies to be defeated before the player can finish the level.

 

 

 

 

 

 

Fallen Comrade Collectable There are bodies of the avatars fallen comrades placed on the ground throughout the level.

 

 

 

The body is a skeleton laying flat on the ground. The object can be collected by the avatar. The collection of the fallen comrade is a requirement for the level to be completed.

 

When the avatar walks over the collectable it disappears and goes into the avatars inventory.

 

When all bodies have been collected the player will see a dagger on icon in the bottom left hand corner of the screen signifying that all bodies are collected and can now finish the level.

 

Platforms Horizontal

 

The player is required to navigate of the platforms, the end of the level will be behind the need to get over the platforms.

 

These platforms will move left to right.

 

The player jumps onto these platforms to navigate through the level. These platforms do not act like the vertical platforms. The avatar jumps onto the platform but does not move with the platform. The player must move left and right respectively to avoid falling off the platform while it is moving.

 

 

 

 

 

 

 

Platforms Vertical The player is required to navigate of the platforms, the end of the level will be behind the need to get over the platforms.

 

These platforms will move up and down. The player jumps onto these platforms to navigate through the level. The avatar jumps on these platforms and times the jump to either the next platform or ground.

 

The platforms move at different speeds and are not affected by gravity.

 

 

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