https://docs.google.com/document/d/1XDFciOMSdpLK84xzCNFZAJt2qHM7uvc54k-GYRV3VX0/edit?usp=share_link
Agenda
- Test and describe our core mechanic
- Work collaboratively
- Start writing pseudo-code to pass onto tech
- Work out which games to buy in steam sale
- Humanoid or non-humanoid characters? (how do things like jumps work?)
- Target audience: the younger we go the more luck we include (family games)
Challenges for Games Designers
- A COMBINATION OF SKILL AND CHANCE
- Seem to be going in the right direction with the quick time events
Notes
- Individual or collaborative crafting
- individual collecting
- collaborative crafting
- Can’t directly share but you can drop for other people to pick up
- allow multiple of one character
- you choose a character but you’re randomly assigned a colour? the depositors can take one TYPE of item (i.e. wires NOT metal) but any colour?? (blue wires OR red wires)
- turns the mechanic from something more casual into a bit more skill based?
- machine goes through stages
- STAGE ONE: three types of object
- STAGE TWO: two types of object
- STAGE THREE: one type of object
- increases the difficulty/maintains interest over the level
- the higher the score the more complicated the final piece
- canvas >> vase >> statue (ect)
- reduce scope for tech one status effect = lights going out
- only happens in the last ten seconds or so
- flavour “the machine is drawing power for the big reveal”