The space in our game is definitely continuous because the main character will be able to move freely in the environment. The only time the space may be discrete is when the main character has to solve a problem to advance to the next stage in which they will not be able to leave that defined space.
2. How many dimensions does your space have?
The space in our game has only three dimensions.
3. What are the boundaries of your space?
The boundaries that define the space in our game are buildings, individual rooms, walls and ultimately the disaster area. Overall the map shows the constraints for which the character will be bound to depending on the level.
4. How many verbs do your players (characters) have? What are they?
It is not clearly defined at this point, but I'm pretty sure our character will have at least five verbs. Those being move, swing (object), jump, pick up and throw.
5. How many objects can each verb act on? What are these objects?
- Move: acts on the character and any object that interacts with them.
- Swing: any object that our character comes across that becomes useful to wield.
- Jump: acts on the character and other possible NPCs or objects currently held.
- Pick Up: the crystal ward central to the game, anything the player decides is useful (i.e. weapons).
- Throw: objects that can be picked up and thrown (i.e. rocks, weapons, etc.)
By navigating the game map, the player will be able to choose whatever level they want to go to next. It all depends on how many levels we can create within the time given this semester.
7. How many subjects do the players control? What are these subjects?
The only subject the player can control is the main character.
8. How do side effects change constraints?
The main antagonist is essentially a large sum of dark smoke that slowly engulfs those around it slowly suffocating the victim and the only way to defend against it is to collect shards of the crystal ward. The more the player collects the ward, the less dense the fog/smoke becomes and the easier it is to see.
9. What are the operative actions in your game?
- Move around levels and the map
- Swing weapon
- Jump
- Picking up and throwing objects
- Discovering new areas of the game, NPCs and items
- Avoiding the fog
- Defeating enemies by dispelling them
- Break into buildings
- Preventing the ward "life" from reaching critical levels
- Navigating through the fog/smoke
- Finding/creating weapons with better destruction capabilities.
We have not currently set any of the things listed above into the game yet, but one action I want to see the character do is interacting with NPCs.
12. What is the ultimate goal of your game?
To find her family member who has been lost in this post-disaster event.
13. Are there short and long term goals? What are they?
The short term goals within the game are finding other survivors located on the map by dispelling the smoke/fog. Collecting the ward pieces in order to stay alive. Completing tasks to open/access the next room, level, etc.
The long term goals include rebuilding the city, finding the family member and understanding the reason for this disaster and mystery behind the smoke/fog.
14. How do you plan to make the game goals known and understood by the player?
The game goals will be known when the character wakes up after the event has happened leading up to a short tutorial in the beginning, interacts with other NPCs in the game and picking up newspapers lying around the area.
15. What are the foundational rules of your game?
The player has to prevent the end of the game by not letting the fog/smoke engulf them, ensuring the life force of the crystal ward doesn't completely deplete and by finding more survivors, it rebuilds the city.
16. How are these rules enforced?
Well if the character runs out of the crystal ward they will die and by completing levels it essentially saves the townspeople thus noticing that the city is steadily rebuilding itself.
17. Does your game develop real skills? What are they?
This game develops the players ability to manage time and fine motor time skills because the player must watch the meter carefully so as to not deplete their resources and preventing the enemy form stealing their ward.
18. Does your game develop virtual skills? What are they?
Our game isn't really used for this purpose since the main objective is to find the lost family member and is indeed not honing in on any specific skills thus advancing.
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