Systems *

Usually a system will incorporate more than one mechanic to help the player in a game. It can also be focused around a single mechanic but allow for choices to make it more stimulating to the player.

Some examples of contexts and their mechanics:

  • Combat: choose action based on available mechanics (attack, defend, etc)

  • Exploration: Movement of player avatar (war, jump, run, etc) or screen interaction (click, move screen, drag & drop, etc)

  • Exposition: Audio dialog, Cinematic, Text dialog, etc

  • Management: Player management (equipment, level, skills, etc), Resource management (base buildings, resource gathering/usage, defense planning, etc)

Examples

⇩ Skill system - Point pool, upgrade/lock/unlock skills

⇩ Use and control family object for spawner and spawned objects. No object events only family.

⇩ Destroy Boss animation by cleaning canvas

⇩ 8 Direction movement slide of walls and avoid player/npc overlap

⇩ Spawn objects by variable when player close up to a certain number

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