T1FinalProject
OPEN INVENTORY WITH I
test add fish with T
WS to move hook
Design documentation for your Final Project (Link to your initial document, you will update each week)
- What complex game system will you implement?
- We implemented a fishing, hunger and financial system. We plan to allow for money to upgrade your ship and your fishing rod.
- What are the atomic mechanics of that system?
- Fish
- Eat
- Move
- Buy
- Sell
- Upgrade
- What resources are part of the function of that system?
- Fish
- Hunger
- Time
- Money
- Carrying Capacity
- Does the system constitute an economy, if so describe it in as much detail as you can.
- Yes. You fish for fish which you can either eat or sell. If you sell you get money which can be used for upgrades of your ship/fishing rod which will increase your output of fish. Which then continues the chain cycle. Its an economy because there are resources and exchanging of resources flowing into each other and creating synergistic loops.
- What is the player experience your system creates?
- An engaging feedback loop of wanting to continually become more and more efficient - producing more fish to both survive and then also thrive by upgrading their efficiency.
- What is the larger design of a game the system may be part of?
- A survival game. This system is about surviving and thriving. This system serves as a main gameplay mechanism and is meant to be the main gameplay system in the game, but the larger design would be to support this complex system as the core. You must survive from not dying of hunger, but then also keep yourself as far away from that as possible and reap the rewards of your efforts.
- What Patterns can you find that address the atomic mechanics, resources, and compound mechanics of your system?
- Temporally Unavailable Space
- https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/176#pattern-details
Pattern description:
To create a dynamic and engaging playspace, a designer should consider that the playspace is not just defined by the static architecture of a level but by the space that a player can access at any given time. By employing various techniques to limit and alter that space, a designer can turn the simple traversal of a level into a spatial puzzle. The pattern of Temporally Available Move Space has several applications. The simplest and most obvious example would be a moving platform, space that is only accessible to a player some of the time. The temporally available move space has different functionalities. For a moving platform, players have to jump on it within a regular timing period, which increases the difficulty and practices players' skills. For a moving guard with a limited view, a rock that blocks the view is an ideal hidden place for players to avoid detection and allows players to guide their movement path accordingly. Also, as these spaces are temporally available to players, the shift changes players' perception of space, making the gameplay more compelling. Also, there is temporally unavailable move space, which is the opposite side of temporally available move space, like space in front of a moving bullet. It has the same effect to limit players' move space and express useful information.