Thursday 22 September 2016

LO1: Explanation of Game Mechanics

There are a few main gameplay mechanics that a roguelike dungeon crawler revolve around. The most important gameplay mechanic for a roguelike is the perma-death style to the levels. This means that when a player's character dies in a dungeon, they are permanently dead. This somewhat forces the player to take their time with the game until they have a decent understanding of how the gameplay works. However, the perma-death mechanic also makes a game more competitive. Whether you're trying to beat a friend's high score or focusing on improving on your own personal best, a game with a perma-death mechanic is usually highly challenging and somewhat addicting making it a game that people will play for a long time.
            Another game mechanic that is defined by the roguelike genre of games is the procedurally generated aspects of the game. This can range from the basic placement of a few items in a room to the entire layout of a level. This keeps the player on their feet and makes it so that starting a new character is always a different experience. It adds replayablilty to the game and keeps the audience engaged for long periods of time. A great example of a roguelike game that keeps the players on their toes is "Spelunky". The levels in Spelunky are randomly generated and grouped into four increasingly difficult areas each with their own aesthetic themes. The later areas of the game contain high value items that add to the player's final score. 
            A lot of roguelike games also focus on a loot system that allows the player to improve their character as they progress. The loot can range from new weapons to treasure that increases the player's score and even cosmetic items that don't effect the gameplay but change the appearance of the player character. My game will also have a loot system, with different weapons appearing throughout the dungeon floors. Though some roguelike games have a completely random system, I will be focusing less on the random aspects and more on making the dungeons skill-based rather than luck-based. There will be treasure rooms at the ends of each of the dungeon floors that will offer the player multiple items but only allow them to take one. Each of the items will have statistics that will determine the strength of the items. These statistics will be randomised but will always offer the player an upgrade from their current items. It will then be up to them to choose which item they want and what playstyle they want to use.

No comments:

Post a Comment