In order to study Practical Game Design, I decided to go for a simple but tricky one-month challenge : « One day, One Game Mechanic » or « Game Mechanics Study Day » (GMS). The objectives will be to level up my programming skills and study interesting patterns since all the coding will be done from « scratch » in Unity C#. Those study could not be considered as « games » but little parts of it.
In Art of Game Design, Jesse Schell defines Space as the first of a list of the 5 elementary game mechanics. Let’s play with the way we experience space !
Play the Interactive Study here : https://loganou974.itch.io/gmsd1
The idea of today was to warm up with some quick, fresh and interesting code. I had never touched « Animated Curves » before except in PlayMaker when i use to use it. I just wanted to make a « Smart Floor » whom will magically appear, in a pleasant way, just under the player steps.
We can imagine further gameplay : The floor only « following » objects the player can throw, the latter would have to construct a bridge to cross a huge gap.
Every game has an environment to play with. Game Environments link interactives objects together and propose orders to discover them, a sort of spatial scenography. Moreover, players love to have an significant impact on a game and feel changes, constant feedbacks.
In the Mechanics-Dynamics-Aesthetics (MDA) framework, Discovery defines games as uncharted territories and provides the urge to explore worlds. How do your player interact with your environment ? Can he modify it ? What game rules defines it ? Can it be more « smart » ? « Alive » ?