45 lines
1.7 KiB
Markdown
45 lines
1.7 KiB
Markdown
# Game Systems
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Game systems are pretty loose. Separated below are a few approaches.
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Choose the best fit for your project and thought process.
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You may wish to cascade these approaches down more granularly to in-game objects, obstacles, and AIs.
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## GMTK Definition
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Game Maker's Toolkit uses this approach to describe a game system, which is still general while being more geared towards *games.* I've adapted it mildly to fit it in with the GOTE approach, since it is fairly compatible.
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### Fail State
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What are the criteria that define a fail state? Timer running down? HP going to zero?
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### Obstacles
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What are the obstacles that push the player towards that fail state? Hesitation? Enemies?
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### Tactics
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What are the tactics/methods that can be employed to overcome those obstacles? Moving quickly? Moving accurately? Acquiring bandages?
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### Win State / Goal
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What is the win state? What is the desired outcome? High amount of time left? No damage?
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## Functional Definition
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The foundation of any system, generally, is a function of input and output.
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Between is a process, a set of operations that take the input and present an output.
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### Input
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How will the player interact with the game? Keyboard, mouse, joystick?
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What kind of actions will the player be able to perform?
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Walking, running, shooting, jumping, attacks, combo moves, etc?
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### Process
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How will the player interactions be processed? As movement, aiming, or shooting?
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How will actions cascade through the game world?
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### Output
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What kind of reactions will the system generate?
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What happens when a player collides with another entity?
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Will platforms fall when walked on? Will enemies get knocked back on attack?
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Will enemies need to respond to the actions of other enemies? |