domingo, 13 de septiembre de 2015

Redefining Skill Themes

The defined skill matrix doesn´t match nicely with the actions the player can do, so a redefinition of it is necessary, as well as a reevaluation of the player´s actions.

Actions:
  • Move Towards
  • Move Away
  • Attack (Spin against enemies)
  • Use (Spin against contraption)
  • Disarm (Spin against trap)
  • Change Pace (Turbo)
  • Avoid (Manual Jump)
  • Trick

Entities
Entities in the game fall in 2 groups:
  • Obstacles: non-desirable entities.
  • PowerUps: desirable entities.

Obstacles
Obstacles can be structured in 4 groups:
  1. Enemy: Moving obstacles that can be saved with a spin attack or by not colliding.
  2. Traps: Stationary obstacles that can be saved with a spin attack or by not colliding.
  3. Berserk: Moving/intermitent obstacle that can only be saved by not colliding.
  4. Rock: Stationary obstacle that can only be saved by not colliding.

ObstaclesAttackAvoid
MovingEnemyBerserk
StationaryTrapsRock

PowerUps
PowerUps are always desired and the player will always try to move towards them when possible. They can be structured in 2 groups:
  1. Simple: These are stationary and don´t require any additional action by the player.
  2. Switch: These are stationary and require the player to activate them with a spin attack,
  3. Prize: Moving/intermiten powerUps that don´t require to be activated.
  4. Capture: Moving powerUps that require to be activated.

ActivateSeek
MovingCapturePrize
StationarySwitchSimple

Main actions
The 2 main actions the player can perform are:
  • Move: Move away, move towards, change pace, avoid
  • Fight: Attack, use, disarm
Both actions have to be considered in all elements.

Skill Theme Axis Definition


MovingStationary
ObstacleBerserk/EnemyRock/Trap
PowerUpCapture/PrizeSimple/Switch

  • Navigate: Move towards/away from the target.
  • Confront: Move towards/away from the target and activate.

The final matrix is:

Movement\PacePrecissionSpeed
TowardsCapture TargetBoost
AwayAvoid TrajectoryReact

Pace
  • Precission: The player must think before acting and get the solution before entering the event. These are complex events with some duration.
  • Speed: The player must react instantly, getting the solution only to the current part of the event. These are simple, short events  that come in series.

Movement
  • Towards: The player must move towards the element.
  • Away: The player must escape from the element.

Skill Themes

Movement\PacePrecissionSpeed
TowardsCapture TargetBoost
AwayAvoid TrajectoryReact


Capture Target
Player must foresee and intersect the PowerUps´trajectory. Prize and Capture fall here. It can combine nicely with React elements.
Elements:

  • Moving boost: Boost pads changing lanes, so the player must follow the sequence to intercept it.
  • Flying Boost: Flying Boost in a periodic path, the player must try to capture it. 


Avoid Trajectory
Player must foresee and avoid the Obstacle´s trajectory. Berserk and Enemy are used in this group. It can combine nicely with Boost elements.
Elements:

  • Flying mine: Series of mines flying describing a path, so the player must understand this path and avoid it (snake).
  • Patrolling mine: Mine moving in a periodic fashion, so the player must understand it and look for the best place to pass.
  • Intermitent gates: Player must understand the period and choose the correct one to pass.


Boost
Player must move towards and use a series of PowerUps in a fast way, reacting by instinct. Simple and Switch make this group. Combines with Avoid Trajectory elements.
Elements:

  • Ramp: Series of displaced ramps in an irregular fashion.
  • Boostway: Lanes with turbo boosts describing an irregular path.


React
Player must react to Obstacles on his way. Rock and Trap are used in this skill. The player can avoid them or use them, but he must decide fast. Combines with Capture Target.
Elements:

  • Red floor: Slowing floor describing an irregular path.
  • Bouncers: Bouncers laid out in an erratic way.




















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