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.
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