Wednesday, 23 May 2018

Russi: Creating Movement Mechanics

To begin Semester 3, I have returned to the game design document I started working on last semester. I was able to fill in a lot of the blank spaces that were present beforehand, such as antagonist motives, the reason Russi is gathering the core collectables and art of the new characters. One thing that was a little basic was the controls/movement mechanics for Russi. 

At this point I decided (with a little advice) to check out the Super Smash Bros. video games and to think of a move-set for Russi in the same vein as this series. 



Super Smash Bros. is a platformer-fighting game primarily featuring Nintendo-owned characters. If you look at the controller and say "A and B are the attack buttons, X and Y are your jump buttons, Z is your grab and the control stick moves your character" the game seems quite simple (which, in it's most basic form, it is), but there is a surprising level of depth for competitive play - not including techniques such as shielding and rolling, there are about 20 different attacks/moves for each character that are a combination of the above buttons. 




















































Using the move-set above, I checked out the list on my game design document again and made some adjustments, giving Russi a plethora of abilities. Naturally I can't incorporate all of the above into a platform game since I want it to be very user friendly and too many moves could quickly become detrimental for a more casual audience. 



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