The game elements document basically elaborates on things I put in the mechanics one. It goes into detail for each power-up and also explains the new concept my group came up with for customizable ships. Take a look at it below the break.
Mach-Arena
Game Elements
Power-Ups
Power ups add a layer of strategy
and empowerment. Players acquire a power-up by crashing through power-ups in
the form of large floating icons located deep within the tunnels. One of each
type of power-up is lined up along the tunnel walls and players can maneuver
themselves in order to get the power-up of their choice. When acquired, players
can activate them at any time. Once taken, the same power-up will reappear in
the taken one’s place after a few seconds. The aligned power-ups slowly rotate
along the cave walls in a similar fashion to the moving spikes. Players cannot
shoot power-up icons to obtain them and must contact them physically.
Frenzy rapidly fires
shots with a longer range for a short time.
These shots temporarily eliminate
the shrinking mechanic and sends differently colored shots forward. Those shots
do not dissolve until they impact a solid object, whether it be a player,
another shot, or the environment.
Blast fires one powerful
homing shot.
These shots automatically lock on
to the player closest to where the reticle is pointing. If there are no players
within a set range, the blast just goes straight to where the reticle is
pointing. The blast makes a louder noise than most shots and if players know
it’s coming they can try to move behind solid objects in order to make it impact
the environment or another player instead. The shot takes the quickest possible
path to its target with no regard to environmental navigation.
Trap lays a stationary floating
bomb behind the user for other players to run into.
An obstacle is placed in the arena
for ships to crash into. The user can also be damaged by the trap. The trap is
always placed directly behind the user and is immobile.
Boost greatly increases
the user’s speed for a few seconds.
This power-up hurls the user
forward at an incredible speed. While in use, the slow down or speed up buttons
do not function. It is wisest to use this power in tunnels or to go down a
straight path. Crashing into objects and the environment at such a fast pace
will cause severe damage to the ship.
Shield protects the user
from harm for a short time.
These power-ups act as an extra
amount of health that slowly depletes over time. When this power-up is used, the
health bar changes into a more brightly colored bar that represents how much
time is left before the power-up’s effect
wares off, depleting to zero when the power-up time is over. By combining
damage with decay time the power-up eventually dissipates.
Controls
Vehicle Control –
There are two control options to
choose from but all inputs have control over the same actions. The options are
slightly different in terms of ergonomics and convenience. Players can switch
controls whenever they like. The actions are: slow down, speed up, dodge left,
dodge right, use item, shoot, move left (tunnel), move right (tunnel), aim
ship, and turn ship. There is a radio switch that determines how ships enter
alternate paths in tunnels via one of three input options. The only compatible
input device for this game is the mouse & keyboard.
Being that Mach-Arena is a multiplayer style game, players are unable to
pause. However, pressing a button brings up a semi-transparent diagram
illustrating the player’s chosen control scheme. It somewhat obscures the
player’s vision but player controls still behave normally. The diagram can be
dismissed by pressing the button again.
Control Options –
F.E.D.S.:
slow
down - D
speed
up - E
dodge
left – A
dodge
right – G
use
item – Shift or Right Click
shoot
– Spacebar or Left Click
move
left (tunnel) – S or Left Arrow
move
right (tunnel) – F or Right Arrow
aim/turn
ship - mouse
strafe
– F and S
W.A.S.D.:
slow
down - S
speed
up - W
dodge
left – Shift + A
dodge right – Shift + D
use
item – Right Click
shoot
– Left Click
move
left (tunnel) - A
move
right (tunnel) - D
aim/turn
ship - mouse
strafe
– A and D
Enter Hole: Choose
from – Automatic, E, or Spacebar
Game Controls Image On/Off: R or Center Click
The H.U.D.–
The reticle on the middle of the
screen steers the player’s ship and casts a ray that detects solid objects
closest to the player. When it detects a non-player object it is grey and
unsaturated, but when it points at a player it is colorful. It draws attention
and shows what things could be shot at. When the reticle detects a player that
is nearly out of firing range, it is much less saturated, but still
colored. If the target is completely out
of range the reticle is completely unsaturated as if it were pointing at a
wall. The reticle disappears in tunnels and players have to rely on aligning
themselves and shooting anything directly ahead of them.
The mini map on the lower left
side of the screen has colorful dots representing the players moving around on
a diagram of the level map. It allows players to keep track of each other and
strategize accordingly. The player’s icon on the map is colored differently to
make it stand out among the others.
The player’s health is displayed
on screen and emits an alert tone when the ship’s health is dramatically low.
The player’s health bar depletes from right to left and represents the
percentage of health a player has left.
The health bar is labeled with the
word “HEALTH” which flashes red and white when health is dramatically low and
changes into the word “SHIELD” when the Shield power-up is activated.
If the player has obtained a
power-up an icon representing it is visible.
The thrusters on the back of the
ships are not necessarily GUI elements but do play a part in giving players
information. When players are moving at a fast pace, the thrusters grow
brighter, when moving slowly they are dim. It helps give visual feedback to
assure players that their input has affected the game.
Names hover over opponent’s ships
to help players identify each other. Players can create names for themselves
when selecting their ships. Players cannot see their own names during gameplay
however.
Characters
(Ships)
Player
ships are based on customization. The player selects the model, texture, name,
and attributes for the ship before the game starts. AI controlled opponents are
randomly generated and select from an array of predetermined names. This gives
the player choice and makes each game feel more unique.
Objects
(Obstacles & Environment)
The
tunnels greatly change the gameplay. Players have to avoid stalagmites, cave
walls, and pillars. Most of these things are static, but the stalagmites
crumble on contact.
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