Re: Design idea wk2 – Ball game
In tuts this week we will be analysing the ball game we played in the first lecture. Your design task this week is to come up with an idea for a computer game that incorporates some of the dynamics of the ball game, but in a new setting. So your game cannot just be “multiplayer a first person shooter in which you throw coloured balls around the room”.
Justify why the dynamics you carry over make sense in your new setting.
Game Idea – Hypno Pool
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New Setting
The game is set with a pool table with 4 different coloured holes, one in each corner. There are 4 different coloured balls that can only be sunk into their appropriate holes. The balls appear on the table and bounce in patterns, but they do not bounce high enough to go over and under each other.
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Goal
To hit the coloured balls into their holes.
Each ball that is sunk in its hole scores a point and the ball does not return.
Justification:
Player can see how well they are doing by how many balls are left.
Player can collect high scores.
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Challenge
If a ball hits any other object except it’s own hole then it will explode and reappear after a small time. The balls bounce in patterns where they cross in front of each other so the player needs to try and pick out when to hit them.
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Further Mechanics
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The player clicks a ball with the mouse the ball will then be sent in a straight line towards its hole.
Justification:
Simple input, no need to aim because each ball has only one goal and the player should be focusing on the patterns.
Eliminates balls bouncing off walls around obstacles.
Puzzle results from looking for a gap to hit the ball through and aiming would slow down getting the balls through the gaps.
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There is a time limit that runs out if the player is not fast enough.
Justification:
Game needs some way to end.
Player can see how well they are doing by how much time is left.
Creates drama as time runs out.
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The less balls that are left to be sunk, the faster they move in a pattern and the more difficult they are to hit as the time runs out.
Justification:
Creates a dramatic arc towards the end of the level.
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When all of the balls are sunk, the game moves to the next level with a new pattern, there is a time extension, a score bonus and the balls move slower again.
Justification:
Game should only finish when time runs out.
Allows player to relax for a bit after the last level was becoming intense.
It motivates the player to want to sink the last balls even more.
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Extra Mechanics (add if desired)
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Black balls that do not have holes and cannot be hit by the player. They can be exploded by being hit by other balls and they reappear more slowly.
Justification:
Creates more challenging patterns to solve.
Creates problems where the player needs to sacrifice more balls to finish the game.
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White balls can be burst by clicking them for a time extension.
Time extensions from hitting lots of balls in a row, maybe combo-ing ones of the same colours.
Justification:
Game is not limited by time as much.
Time extensions make the game go longer which allows for larger high scores.
Creates more drama as time runs out, but there is a hope of gaining an extension.
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Comparison to the original ball game
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From the original
Chaos dynamic, where there are many small colourful balls that can’t possibly be watched all at once. The patterns of coloured balls should look good and be fun to watch while still being hard to solve.
Anticipation dynamic from time limit is turned into an anticipation of when to hit the balls when they come around in the pattern.
Trying to get coloured balls into the corners of the playing field.
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Lost from the original
Competition from playing against each other, perhaps some competition is kept from the high score system but it is not the same as directly playing against another person.
Fellowship from playing in a team, the puzzle is for one player only.
Movement from aiming and throwing the balls.
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New
Immersion (hopefully) results from the game, just like playing tetris, when the time limit is not pressing then it should be sort of relaxing to play.
Puzzle challenge, more planning is needed due to the balls moving in patterns.
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Why
The dynamics that are carried over from the original are there because they lend themselves more to a puzzle/strategy type game, where the original was more of a social game. The coloured balls and the four corners also keep the same look of the original game. The time limit is a good way of making the game end and producing tension as it runs out. If the game ended when the player sunk all of the balls then the game would become more boring towards the end as there are less balls to watch and the chaos dynamic is reduced. This way as the chaos reduces the tension should be rising as there are less balls, but there is also much less time.