Saturday, February 11, 2012

Designing Mechanics in a Level

In this blog post I will try to describe one of the mechanics I am implementing in one of the levels of my groups game. The mechanic allows the player to access faster as well as safer part of the track if they are able to meet certain conditions. One path involves pressing a hidden button to gain access to a faster, safer way though a part of the level. The longer path is actually quite dangerous, making the faster path even more desirable. The faster path has been placed purposely so that it is visible when the player uses the slower one. This will entice the player to discover how to reach the path. This will allow experienced players to uses these paths instead of the slower ones. It is also a way for the more experienced players to show off as in an online race, they can use these paths to gain advantages over inexperienced players. But once an experienced player uses these paths, they will reveal the method of unlocking them to the inexperienced player, allowing them to use it in the next round. This is similar to the shortcuts in Mario Kart, how the shortcuts gives advantage to the players who know them, but will also teach them to the players who don’t.  


                                                    Two different paths

The next path involves more skill then knowledge. The marble is dropped into a sort of pachinko machine. One of the three openings at the bottom leads to a faster path. The one that does is considerably smaller than the other two. The other two openings leads to a slower path. As I playtested this portion, I found that I was constantly falling into the slower paths. Eventually I was able to come up with a strategy of what pegs to hit. With this strategy I was able to make it into the faster hole. Obviously it will need more playtesting and iterations, but it is already functioning in terms of needing strategy and experience to access the faster paths.   

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