There's a storm in mah brain, and its producing some ideas for game mechanics. Game mechanics that would best be used in an obstacle based/ puzzle environment:
1. Slingshot/Lasso/Leapfrog. This could work between players or just a player and an object. Think of hurling a ball that has a bungee cord attached to it. When the ball lands it sticks and you are pulled to it.
2. Rubberband/Bounce. Iteration of number 1. When the ball lands and you fly to it you get launched in whatever direction you were traveling.
3. A gun that shoots trampolines.
4. High speed grappling hook. You have to stay airborn and detach/reattach the grappling hook while in the air to climb up obstacles.
5. Hold onto something only for so long. This can be something needed to clear and obstacle or finish a puzzle. You would have to manage your time spent with this object wisely.
6. A room that revolves every 30 sec. Different obstacles on each side of the room:
7. You are tethered to an anchor with a limited amount of running room. The anchor moves every X seconds.
8. You can produce a wave. Charge up a 'wave' that moves forward knocking things up into the air.
9. Sticky shoes. Walk up walls, etc.
10. Time bomb. Control where it goes. Can be used to heal allies, destroy walls, hurt enemies.
11. Series of boost pads needed to navigate a course.
12. Essentially a timed level, but something that forces you to advance the course or else it pushes you into undesirable obstacles.
13. Steal/absorb energy. Energy used to activate any aforementioned movement mechanic (grapple, slingshot/ bounce). Energy could be hidden in the course.
14. "Bop It". Something will call out an action, or actions will cycle through a menu randomly and you have to choose one. The actions will help/harm you through the course.
15. Propulsion gun. When you shoot you move in the opposite direction you were aiming.
16. Direct an orb/ball that can build a path. Orb only last for so long or can only be directed so many times.
17. You can bounce 5 consecutive times. Each bounce is less powerful than the last.
18. Summon a pillar that degrades over time. You have to climb the pillar to advance upwards in the course. If you reach the top of the pillar it stops degrading and you can summon another smaller pillar on top, allowing you to climb higher.
19. Levitate over gaps/obstacles for a percentage of health. Use other aforementioned mechanics to find health packs and advance through the course before you die.
20. Timed pillars that come out of the wall and create stairs. Shortly disappear. Emphasis on climbing:
Thursday, August 22, 2013
Wednesday, August 21, 2013
Modular Kit
In 3D we are making a modular kit that will be used to create at least two constructs that are significantly different. I chose a retro computer command room. Here are some inspiration pictures and a blockout of some items I intend to make up most of the kit:
Iterations of the wall panel/ buttons/ switches/ screens
Iterations of these workstations and the reel-to-reel machines.
I modeled some proposal models and threw up two quick rooms to check the diversity of the modular kit.
Iterations of the wall panel/ buttons/ switches/ screens
Iterations of these workstations and the reel-to-reel machines.
I modeled some proposal models and threw up two quick rooms to check the diversity of the modular kit.
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