Project Update Part 2: MB

Project Update 15/05/2020

Part 2: Mechanics Breakdown

This will be the second part to my update series, about the progression I have made in recent weeks in the development of my project. Part 1, going through my influences and artist connections can be found here: https://maforshaw.blogspot.com/2020/05/project-update-part-1-rr.html

In this second part, I intend to give a good outline of the progression of my project, as well as the development process ahead of me. In order to do this, the video below will give you the first look at the latest working progression of my project. Following this, I will breakdown the changes I have made and developments I have in progress. 


To begin with, I will first talk about the process involved in beginning the game. After recent developing and after speaking to artists such as Richard Lico, I have decided that moving forward, my characters will be designed to fit 3 archetypes.:
- The Strong Man: A physical, clever but also uncharismatic character. This character will receive bonuses to damage and physical stats such as stamina and health, as well as 2 powers, which further boost their combat efficiency and agility. They are the least efficient at trading and will therefore only have access to basic equipment at traders and be charged a higher price. 
- The Genius: A well spoken genius, who isn't much use in a fight. Receiving bonuses to research and development, as well as holding abilities which make him harder to detect and therefore more useful for looting. They have the most Power, owing to their high mental capacity, meaning they can use powers for longer. They are the least combat efficient, doing reduced damage and being less competent with weapons. 
 - Mr Confident: A charismatic individual who is capable in a fight but possesses little intelligence. This character will be the best at trading and also possess abilities allowing him to choose between offence and defence. This character has the worst crafting skill and so will only be able to make basic equipment, whilst spending more on parts. 
Each of these characters will have their appearance and name altered by the player, but will always receive the same efficiencies and a background chosen from various variables. These will include, Family life, Occupation, Birth place and age. Age interestingly will be assigned depending on the character, with the most intelligent always the oldest and the trader, always the youngest. 


These changes have been made in order to allow me to introduce more intriguing mechanics involving a better defined type of character. Additionally, the squad dynamic allows the player to experience the formation of relationships between characters. Now, I will begin breaking down the mechanics and what I intend to use them for.

'We Have The Power'

Inspired heavily by Stranger Things, all characters are given 2 unique abilities. These will give them evasive and aggressive options on the field, allowing them to hit hard and disappear without a trace.

The Strong Man, will receive the following powers:
Rage: Do increased damage and have increased damage resistance whilst active
Blink: Dash quickly forward and into the fight.

The Genius, will receive the following powers:
Cloak: Cloak yourself whilst active, allowing to lose pursuers.
Slow Time: Slow down time, allowing you to have more time to react and line up a shot.

Mr. Confident will receive the following powers:
Calm Tongue: Defuse a situation between the character and an enemy, allowing you to slip by. 
Death Rattle: Kill an enemy with your voice.

Each of these abilities will allow the player to have advantages in different settings and will eventually be upgradable, allowing you to evade and affect more and more difficult enemies. Concepts so far involve enemies becoming able to see you whilst cloaked, meaning you'll have to upgrade to evade them properly. By doing this, I give the characters powers which the player can directly influence, giving the player a sense of satisfaction and control, in order to breed the 'Avatar' mindset and let the character become an extension of the player.

'A Simpler, Skill Based Crafting System'

In the experience, the player will be able to create weapons in their base. This will require the blueprint to the weapon having been found or purchased and the player having the required funds for parts and the character having the skill to create the weapon. This is split into 3 tiers.

- The Strong Man can create Tiers 1 and 2. This includes, Pistols, SMGs, Assault Rifles and Shotguns. Prices for parts will be around 1.5x the retail value of the weapon.
- The Genius can make Tiers 1, 2 and 3. This includes all weapons available in the game. Prices for parts will be equal to retail price for the completed weapon
- Mr Confident can only make Tier 1, including Pistols and SMGs. Prices for parts will be 2x the retail value of the weapon. 

By implementing this system, players have another point of access for the variety of weapons in the game. By having them blueprint and money based, the player isn't forced to spend time finding specific pieces. Additionally, the simple layout of weaknesses characters have for the skill makes it easier for players to see links between the characters which are better suited for different roles. By making The Genius have such an edge in crafting, they will be much more missed should they die, with the character losing quick access to the more powerful rifles. 

'A Simpler Skill Based Trading System'

The trading system in this project will work very similarly to the crafting system in my project. Each character will have set skill level for this task, giving Mr Confident the clear edge for this type of job:

The Strong Man can only buy Pistols and SMGs from vendors. His selling prices are 0.5x the normal rate and vendors sell to him for 2x the average retail value.

The Genius can buy Pistols, SMGs, Assault Rifles and Shotguns. His selling prices are 0.75x the normal rate and vendors sell to him for 1.5x the average retail amount.

Mr Confident can buy all types of weapon. His selling and buying prices are equal to average.

'Wheres this going?'

Story has become a bigger part of my project than I thought it would at the beginning of the project. And that is testament to its effectiveness at portraying a characters personality. Their journey along narrative can be essential. In my game, there will be a set journey through randomly selected locations. In terms of mission type, the player will complete the game in the following mission order:

1. Enemy Presence: Kill the enemies.
2. Looting Opportunity: Loot the area.
3. Trading: Find the trader and begin negotiations.
4. Enemy Presence.
5. Looting
6. Trading
7. Enemy Base Attack

Additionally, should a character be taken hostage, the player will be given a 'Rescue' mission to save said character. 

In total in my project, there are 14 locations. In each location, the player will be given the story and mission briefs through group text conversations, similar to 'Whatsapp'...

'Introducing Whosapp'

Whosapp is a system that allows me to have conversations generated based on physical role-playing, which can change dynamically depending on which characters are currently available. This means, from the 14 locations available in my game, there are a total of 98 possible conversation variations to be seen. These short text chains will offer glimpses at the characters personality, offering the characters to make quips and the player choose which character they will be playing with in the coming mission. In doing this, the player gets fed the information they need in a new and unique way, allowing them to experience the situation their characters are in from the characters eyes. Not as a soldier, but as a normal person, receiving updates on their phone.

'Say Hello To My Little Friends'

This project has a combined total of 60 weapons which the player can choose from. Throughout their playthrough, they will have the opportunity to access these weapons in 3 ways:
-Through the looting of locations and enemies, they will find weapons will less impressive stats.
-Through the crafting of weapons with The Genius, the player can get access to high power sniper rifles and large capacity machine guns. 
- Through trading with Mr Confident, the player will be able to access any weapon they want (Whilst stocks last)
Weapons are split into 6 categories: Pistol, Assault Rifle, SMG, LMG, Shotgun and Rifle. With 10 weapons per category, I am hoping players who enjoy using guns they are familiar with will see something they recognise. Similarly, players who enjoy experimenting, there are more than enough options. 

Snake? Snake???

Playing off of the idea of losing a character permanently, I have thought of a mechanic which I haven't experienced (although there is a variation in the Spy Strategy 'Phantom Doctrine') and I think will make the experience more memorable. This is the idea of surrendering and being taken hostage, when you know you are about to die. In doing this, the character is able to preserve their character, in order to come back for them with another character who has more health and equipment. 

In doing this, the characters involved will develop a better relationship with each other, which I intend to lead to upgrades to the character's stats. This dynamic relationship building will make every playthrough more unique and weighted, as well as enabling characters the opportunity to potential save a character. 

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