Sunday, October 21, 2012

Combo System

Last Thursday we had a design meeting with the entire team to hammer out the basic mechanics of the game. We've had lots of conversations and ideas but we've needed to have a serious talk about how the game is going to be played how it is going to feel.

The biggest points that came out of the meeting were that we wanted to highlight the guitar in  the mechanic design and we wanted to have the game maintain the action game vibe. My first thoughts of this game were more along the lines of castle crashers - essentially a brawler game with a guitar. The game then shifted towards a musical platformer. Seeing the limitations of the controller and thinking about the big mechanics, we realized that platforming just won't be fun by itself and that basic action game mechanics will feel "forced" onto the guitar.

What we settled on was an action game with the basic action mechanics but with guitar cords as attacks. With a normal controller, you're usually limited to combos that happen in a specific order (ex.: x, x, a). With a guitar, it is easy for the player to press multiple buttons in the same way one would play a guitar. Given the lack of flexibility with the guitar and our commitment to the action game play, the game won't flow in the way traditional action games flow. Our limitations with movement will force breaks in action and movement in the game. The idea of a guitar combo system will help make these breaks in action fun.

Potential Combo Attacks:
Spin move: if player is being overwhelmed
Uppercut move: Knock off shield
Enemy Launch: Paralyze enemy by launching them in the air
Guitar smash: player jumps up and smashed guitar down to attack enemies with weak top
Dash: Player can shoot behind enemy



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