You may be a bit curious as to what DragCore gameplay is like, so I'll show what I wrote in the design document. These are based the mechanics that I had in the prototype I made in 11th grade. I altered them a bit to better fit a long lasting mobile game broken into small pieces rather than the endless arcade style game I originally planned. Some are subject to change as the final product starts to evolve, but it's basically what I'm going for.
Take a look at the stuff DragCore does.
Game
Mechanics
Tapping – tap an enemy to make
it explode. This makes a small electrical explosion where the user taps, whenever
the user taps. Before a grid is activated, the explosion is spawned at the
central point of finger contact. Because of multi-touch it is possible to fend off lots of
enemies and develop personal techniques. With each increase in combo level, the
explosion of the tap is bigger. The explosion instantly kills enemies on
impact.
Drag Box – This creates an
electrical field around enemies in a way similar to dragging a box on a desktop
computer screen. When the player lifts the finger shaping the box, the box
disappears and the enemies are destroyed with fierce electrical fury. Only
one box can be drawn at once. Its size is dictated by the origin point and the
player’s touch position. If it reaches a maximum size, it cannot grow and
follow the players finger outward anymore in the overextended direction, but
can move otherwise. For example, if X is maxed out and touch position is out of
bounds, if touch’s y changes to within range, the box adjusts accordingly.
Boxes cannot overlap Earth.
Crystals – Crystals unlock
game levels and features. They are earned by filling the crystal meter with
points earned from beating challenges. More difficult challenges yield more
points. With each crystal earned, the next is harder to acquire as the crystal
meter requires more and more points in order to be filled.
Once a certain
number of crystals are earned (enough to unlock everything), the meter remain
full, the counter displays zero, and acquired points no longer have value.
Combos – Popping a multitude
of enemies in a small time-span increases a combo rating. The values are 1-4,
red, blue, green, and yellow respectively.
Each color increases the maximum
size of the grid (drag box) with red being the smallest and yellow covering most
of the screen. If a certain amount of time passes without killing a set number
of enemies (based on current color) the combo rating goes down by one. Example:
you have a blue grid, if you keep killing 10 enemies within 3 seconds you stay
blue, if you get less, you reduce to red, but if you get 5 you upgrade to
green.
Game Center – Players unlock
achievements and post challenge scores to leaderboards. It adds depth, competiveness,
and extended value to the game.
Game Modes – There are
multiple ways the Earth can behave. Static normal size, static large size,
moving normal size, or movable normal size via multi-touch.
Enemy behaviors:
Red – Spawn, head toward Earth
Blue – Smaller, 2 times faster
Yellow – Bigger, 3 times faster, never changes course
Green – Smaller, Dodges by going exact opposite
direction it was heading until x or y are 100px away from grid origin point.
When dodging it goes 2 times faster
Orange – 2 times faster, Dodges like green but goes in
random direction. When dodging goes 4 times faster than red.
Purple – Smaller, 2 times faster, Teleports to near edge
of the screen
Black
– Teleports to exact opposite side of screen. If going SE, NW, up, or down,
teleports to opposite y value.
White – Box in to
reveal another randomized color
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