Thursday, September 18, 2014

Assignment 4



Chapter 2 
I want the player to have an interactive experience in which they have to concentrate on how to protect their population and not an actual village. I would like to incorporate the ideal that the village can be destroyed but that the population still has more importance and get the player to feel the protective nature of a leader, and a rewarding experience for completing the goal. To do so, the game has many options as well as opportunities and strategies. The character can acquire abilities early on and be powerful at the start of the game, but later on have weak abilities, or have a challenging beginning that will allow for future more powerful abilities that can be used to just go and “wreck chaos” on the mobs and bosses.  Although the game is almost set to be repetitive because it is to be made as a tower defense, the differences between stats, the difficulty, the ability to raise and construct villages to defend themselves, and the increasing pace of the attacks will add to the difficulty and concentration of the player, drawing them in and wondering what to expect in the next wave, and how to act.

Chapter 3
Since the game is supposed to be repetitive, as is expected of tower defense games, having new and more interesting enemies, bosses, and enemy abilities are way to include surprise in the game. For example, having zombies attack, the next wave werewolves, then vampires, then a combination of the three, and a dragon attack in the middle of the wave of enemies. Having sudden and unexpected attacks that can give great abilities, at great risk to the player might be a way to include surprise and always keep the player looking for more of such acts.  Also the designs of the upgrades, if made appealing as the levels increase, can add another sense of surprise and achievement.

                Fun could be included in the game by increasing rewards for certain actions that are not described. For example, trying to hit a dragon in the eye, or actually absorbing the powers of the dragon, and using them to defend himself and beat the dragon with its own abilities, and then using those same ones to destroy the waves of monsters that come to attack. Yet depending on the skills the player uses, enemies might become more resistant to those attacks, making the player to think of when to use said abilities and to also come up with different methods to attack and defend the villages. 

The goals of the game as of now is to defend the population of the villages that the character is in charge of. Defeating waves of enemies that try to invade and destroy the villages and kill of the population, the other goal is to find different ways to attack the monsters in the most effective manner so as to not harm your protected while overwhelming the mobs. These goals are one way to motivate the player to continue playing, as well as adding aspects of RPG, horror, and strategy genres, to appeal to a greater population of players. The aspect of actually having to be bitten to get a power and that only a limited amount of bites are allowed are another way to lure in the player, as some will want to be powerful early on, others will want to have the difficulty at the start to become omnipotent latter on, or those that would want the middle ground, so as to not have too much trouble mid game, while still having a challenge later on.

As stated before in the goals, the character has to choose how to protect the citizens, and an aspect of it is, how to spend the points for raising the villages defenses, and where to personally go to defend the villages, when the information is not given at the start. Allowing time to only have one choice, the player will have to be quick witted and have good judgment as to where and how to protect the villages, when to sound a retreat to protect the population, and if they are willing to round up all their population in one village for an all or nothing last stance.

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