Activity 2: Objects and Rules

 

Object Purpose Attributes Relationship to Other Objects Rules, events, effects

PlayerPlayer Triangle.png

Player controllable Can be customised with upgrades at the end of each level. Stats can be upgraded using Firepower, Armour and Speed upgrades at the end of the level. Only object in game that can use the Nuke. The player can move on both the X and Y axis, but movement is restricted to the game window size.
Enemy

Player Triangle

to

 Enemy Decagon

Enemies Amount of sides in the shape determines how large their health pool is. Their colour determines what type of movement/attack patterns used. Tries to destroy the player by dealing damage with projectiles or colliding with them. Preset movement patterns/attack patterns. Spawns off screen. Can only deal damage and be damaged when on screen.
Boss

Boss Circle.png

Final Enemy Following the trend of previous enemy types, a circle has infinite sides so that symbolises it is the most difficult enemy in game. Has the largest health pool compared to any other object. Tries to destroy the player by dealing damage with projectiles or colliding with them. Combination of previous enemy movement patterns/attack patterns. Spawns off screen. Can only deal damage and be damaged when on screen.
Missile

Missile.png

Basic projectile Size of projectile determines how strong it is. Depending on enemy attack pattern, more than one can be fired at once by a single object. Fired by the Player, Enemies and Boss Only damages objects on screen.
Firepower

Firepower.png

Increase Player Damage Increases size of Missile fired by the Player. Player can select this upgrade in the upgrade store after completing a level. Only one upgrade can be selected at the end of a level.
Armour

triangleplusplus

Increase Player Health Increases the number of sides of the Player object when chosen. Similar to enemy design, the more sides a shape has the larger the health pool. Player can select this upgrade in the upgrade store after completing a level. Only one upgrade can be selected at the end of a level.
Speed

Speed.png

Increase Player Movement Speed Player can select this upgrade in the upgrade store after completing a level. Only one upgrade can be selected at the end of a level.
Nuke

Nuke.png

Destroy all enemies on screen Consumable Item Player can select this upgrade in the upgrade store after completing a level. Can only be used if the player has any available. Only available in the upgrade store.

 

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Activity 3: Gameplay – Player Stories

We’ve thought about several users stories that could emerge from our gameplay. This part was quite difficult as a SHMUP player experience comes from both the personality of the player and the gameplay itself.

Player Stories

  1. Playing as a player, I will try to shoot at enemies to know their weaknesses in order to improve myself.
  2. Also playing as a player, I will try to memorize the patterns (both shooting and movements) of the enemies to improve myself.
  3. As a player, I will move my ship closer to enemies so my bullets will be more precise, even if it means higher risks.
  4. As a player, I will use the nuke whenever I’m about to die or I’m submerged by enemies so I can save my life.
  5. As a glass-canon player, I will use the firepower upgrade to one shot enemies and beat the level faster, but with higher risks.
  6. As a tanky player, I will use the armor upgrade to take more hit before dying so I can beat the game in an easier way.
  7. As a balanced player, I will balance my items to have average stats in every domain (attack, speed, armor), so I will a more classical shoot em’ up experience.
  8. As a completionist, I will use every abilities and items I can to finish the game as fast as possible with every challenges completed.
  9. As a hardcore player, I won’t use any items or items during the whole run, so I can feel the satisfaction to win a hardcore game only relying on my skill.
  10. As a player, I will try not to get hit by enemies so I can win a Nuke at the end of the level.