For the third week of Cycle 3, we were tasked with creating various diagrams and outlines as to the overall choices the player has whilst playing the game. Below if a goal hierarchy that details the goals and sub-goals of the game, as well as micro-challenges for the player to strive for amongst multiple playthroughs.
The game presents a variety of challenges to the player of which they must satisfy to complete the level. Each challenge involves a particular set of skills that the player must use that is necessary to tackle the challenges ahead of them. Taking Jack’s Player Stories from Week 11 into consideration, the following details the overall intended experience for players:
Player Story 4: “As the player, I do not want the puzzles to be too difficult and give me hints or help when I need them.”
Goal: To progress characters further in level
Challenge: Solve puzzles that prevent the two characters from reuniting
- The player is presented with a puzzle at various points throughout levels which they must complete in order to bring the two characters together. These characters are usually separated by a physical barrier such as a wall or door.
- Puzzles can take the form of time challenges, combat challenges, or logic puzzles. Each of these puzzles requires the player to deduce what is required of them before attempting the task presented to them. The player must use the environmental cues as well as prompts informing them as to how best to solve the puzzles.
- Exploration puzzles may require the player to find a key in a certain location in the level, and return to a door in order to progress further. If the player is having trouble finding the key, the player could take note of inscriptions on level textures and signposts that could put them on the right trail.
Player Story 8: “As the player, I want to be able to understand the goal and the controls inherently.”
Goal: To reach the goal whilst using intuitive controls to manoeuvre my character.
Challenge: To use movement, combat, and character switching to traverse the environment.
- When the player boots up the game, the controls for character movement will be displayed to the player in the form of a text box whilst in the main menu as well as when the player first spawns.
- The first section of the first level will ease players into understanding player control by having signposts telling the player what button to press at various points. e.g. A ledge requiring the player to jump will be accompanied by a signpost with the Space button on it.
- The mechanic of switching between the two characters will be presented to the player through the use of a simple puzzle in the later sections of the first level. Upon encountering the puzzle, there will be a signpost stating the button which switches control between the two characters. The event of switching between characters is represented by the camera changing focus as to who is currently being controlled. Character outlines will be displayed at key points during the first puzzle which should help players understand how the two characters must work together to help each other progress further.
The storyboard sketch below aims to depict the puzzles incorporating swapping character mechanics, as well as the movement system of wall-jumping.