Wk1-5 Concept: Scissors, Paper, Rock!
Sorry for the confusing title, this is something that shouldâve been posted earlier in the conceptualising phase but has since grown due to my readings and classes. Itâs more of a culmination of ideas throughout the five weeks.
Moment-to-moment gameplay is a highly important element of game design. By honing the base structure and formal elements early in the design process, the game at later stages will consistently feel good to play. A strong skeleton also means that I can spend less time going back to fix and edit core mechanics and more time fleshing out the gameâs features.
For this reason, and also considering that Iâll only be making a prototype, Iâve focused on core gameplay elements and moment-to-moment content first. The sub-points in italics are features that can be expanded upon from the base mechanics once the moment-to-moment gameplay is well refined.
The gameplay loop will include:
Basic attacks, charged attacks and special attacks.
Players can choose from branching paths how their basic attacks and special attacks interact with objects and enemies. E.g, Rockâs kick may be upgraded to deal extra damage OR, it may be upgraded to fling nearby objects at enemies and cause knock-back instead.
Ranged, Melee, and Utility/Healing skills.
Slightly increased cooldown after each consecutive use.
Melee. Damage, speed and stealth/surprise.
Can grapple onto certain surfaces and use momentum to swing onto usually unreachable platforms.
Can upgrade to (additionally) either: deal damage to enemies while swinging OR use to grapple and pull enemies toward the player.
Ranged. Damage over time, healing, object levitation.
Paperâs levitation will enable players to complete puzzles by sending out paper cranes and other origami to interact and lift objects.
Melee. Tanking/protection or damage, utility.
Can create rock barriers to block projectiles and enemy movement and break cracked walls.
Moving objects, coordination,
Players will be able to undertake various roles such as tank, healer, or dps. In later iterations of the game, and if it ever develops to the point where multiplayer can be achieved, the game may be playable with up to three or four players.
Three: A player takes up one of the three characters of Scissors, Paper, Rock and can use their own build for that character.
Four: A player can choose a colour palette and name tag. Each player can freely switch between every character and use their own builds.
By adding multiplayer, it would better accommodate for players who tend to take on a social role when playing games. Looking at games such as Trine and 9 Parchments, it also adds a level of chaos, strategy, sociability, and unpredictability. Personally, when Iâm playing games similar with friends and the gameplay calls for a puzzle to be solved, half of the time I seek to wreak havoc by subtly sabotaging my friends. Introducing puzzles with (optional) teamwork was a really fun element of play and something Iâd like to try and encourage more of in Scissors, Paper, Rock!.
While writing up the mind map, I tried out a few small icon sketches of each character. Another suggested element of game design was to implement visual references (icons and symbols) for menus instead of text. Not only would this create more appeal, but some symbols can be used to allow players to quickly interpret information conveyed by the system. A dynamic portrait of a heart shrinking might resemble current lives or health, for example. By creating small icons of each character and showing them on the skill tree for instance, the player will immediately be able to recognise whose skill tree theyâre currently editing. Individual skills may have icons of scissors or origami paper as another example of how I plan to quickly convey information aside from text.
The original three was going to be Scissors, Paper, Gun. but because I couldnât think of enough unique gameplay features and roles for Gun to undertake, I decided to change it to Rock. The benefits were that Rock could fulfil a tank/dps and utility role. Keeping Gun wouldâve also had too much overlap with Paperâs ranged role.
It worked out well for the story concept. Gameplay wise, having the antagonists make a bullet-hell-storm for players to dodge through or homing projectiles for the player to reflect back sounds much more enjoyable than "staggerâ.