Goals and Objectives - UQdeco2800/2021-studio-6 GitHub Wiki
Overview
The goals and objectives have been developed with the assumption that goals are focused on the abstract concepts that permeate the game mechanics while objectives focus on necessary elements. Considerations have been given to broader elements of gameplay.
Game Objectives (Necessary):
- Don’t die
- Survive the level
- Progress through the map
- Defeat the end boss
- Finish the game
Game Goals
- OPTIONAL: Get all the endings/best ending
- Exploration/upgrading yourself
- Getting all the achievements
- Meet players' needs of self-challenging, exploring the game, experiencing stories and self-actualisation
- Collect all the items in the game
Conditions
Losing conditions
- Getting killed/dying (hit points decrease to 0) through being attacked by enemies/environment
- Running out of light or being in darkness for too long (mental breakdown). Boils down to resource management
- OPTIONAL: sanity bar to compliment HP (Being in darkness and getting hit by ‘dark’ enemies drains sanity)
Losing Effects
- Loss of items collected during the level (reset to start)
- No losing items collected previously (Before current level)
- Restart the level you're on/to closest checkpoint
- Gives tips or hints on how you died/what killed you/etc (OPTIONAL: lore inclusion)
Winning condition(s):
- Reaching end of level
- Can go as efficient/quick as you can (avoiding the darkness, minimal resource use)
- Can take more time to explore (collect more resources, harder to do, better rewards)
- Defeating a boss
- The end of game condition is defeating the final boss
- OPTIONAL: presence of mini bosses when going between areas.
Progression:
- Level Progression
- Level changes passively (Day/Night Cycle)
- No specific end time to level (Level finishes either with death or reaching end)
- Level gets harder as time/darkness progresses, up to certain point/threshold
- Character/Equipment Progression
- Same resource for buying/upgrading/leveling up
- Equipment
- Player gains access to different and better equipment (Weapons/armor/abilities/etc)
- Different types of items (more effect on playstyle)
- Through purchasing at the shop
- OPTIONAL: Collection as items while exploring (special items)
- OPTIONAL: Collection of items through defeating mini bosses (possibly necessary for progression)
- Player
- Spend resources to increase player level/stats (passive effect, more effect on general “ease” of play)
- OPTIONAL: Spend resources/discover new abilities (active/unique effect)
- Environmental progression (terrain/biomes)
- User could cross different terrain as they progress (Branching or linear)
- Visible map that shows you where you are
- Difficulty increase
- Increasing strength/health of enemies
- Adding enemies with new abilities
- Story progression through logs, notes, etc found in levels and safehouses
- OPTIONAL: Decision making -> multiple endings
- OPTIONAL: Mini bosses (in each level or certain story points)
- OPTIONAL: Darkness/’Corruption’ progression (increasing pressure throughout node/level progression)
- Nights get longer, days shorter, new enemies, harder enemies
OPTIONAL: Post-Win Progression (replayability):
- Unlock new classes (more extreme skill balances?)
- Achievements (how fast can you complete the game?)
- New weapons/equipment
- New ending
- Bonus levels + bosses