First Implementation Cycle

Here’s a design I’m currently working on. It is in “stage 3” of implementation – the discussion of new ideas. My previous designs were theoretical discussions. This one is moving towards something that can be implemented.

It only focuses on “play,” of “play, express, share.” Later, when this design becomes a rock-solid design – one that can be implemented – then I’ll do matching ones for express and share. First we need the details. That’s what this is for.

I’ve have skipped posting large segments of other things, just because it would take too long to explain them.


* implementation goals

  What I need right now is to find some core to focus on. I want a
  playable idea. What is that goal?

    . some basic mechanics (a few)
    . a main character
    . a challenge curve
    . an atmosphere/world
    . a few controls
    . a few ways of thinking
    . more than 1 type of emotion conveyed through the mechanics.

* plan

  We don't need to go too deep. What we need is any mechanic for play.

  Then we need a way to create, and a way to share.

  Plan:
    1. get to 2nd level implementation for "play"
         -> example mechanics from games/
    2. then merge with express

  --

  I probably need to organize everything according to the actual tree.
  That would be dope.

* implementation (3rd round - new ideas)

  Hit the above pieces, for play.

  + some basic mechanics

    So play is kind of fucked. We need a mechanic for play. Something
    simple? How about running and jumping. Christ.

    The character has a small amount of momentum as he moves. There is
    only one speed of acceleration - no hold y down for speed.

    He can turn. He can run up slopes. He can do parcour. His jump is
    very weak. However, if he uses the terrain right, he can launch
    himself in the air and do crazy things.

  + main character

    The main character is a boy, of about 18. He is wiry. He runs fast,
    is acrobatic. He is kind of stylish, sticking his arms out for flair
    (and balance).

    His goal in life is to be reunited with his pet, dog-like creature,
    who is also ground-bound. The dog moves faster, can use bursts of
    speed, can get lower to the ground, can attack with his face, can't
    parcour as well, but can climb trees, can barrel roll, and do a
    couple more maneuvers.

  + challenge curve

    The challenge curve comes in the enemy types. You are being chased.
    You cannot fight back. You always lose a fight. The question is if
    you can stall enough to get into a position to escape.

    You have to backtrack across the map often. You master the area in
    order to escape.

    The terrain is not destructible. Your goal is

  + an atmosphere/world

    Something that connects with what we already have. Also, I could pick
    a few things off the top of my head.

    from before:
      1. being part of a military organization in space
      2. struggling for survivial in a harsh world
      3. learning to pursue brilliance

    That's not bad. Hunh.

  + a few controls

    I want the controls to reflect the experience of playing. They give
    the core sensation of what I have so far.

    He can only go left and right. Momentum is controlled entirely with
    timing, or is it? Maybe the player can hold down one button to make
    his guy duck, then release it to get a boost of something, maybe
    spped, or power, or jumping power if he jumps too.

    The idea is to think ahead a short bit, then prepare the correct
    momentum for it.

    There are loop-de-loops, ceiling wall-jumps, cork-screw jumps, slides,
    swings on poles, and so on. The player only controls jumping,
    momentum, and "ducking" - the storage of potential energy.

    He can't be reunited with his dog, because his dog is always on the
    run. His dog isn't crazy, but he wants to get away. No, he has to get
    away because he is taken away, by the forces of nature.

    The dog needs certain things in order to survive. The boy cannot
    provide these things, because it is beyond his power to do so. If he
    had more power - which he can get through the development of
    responsibility - then he can get his dog back.

    The dog shows up briefly for missions. When he is there, the
    cooperation between him and the boy is incredible.

    3 buttons:
      . analog: to speed up and slow down the boy. relative push/pull
        matters.
      . x button: jump. hold to jump higher.
      . a button: store potential energy.

    Potential energy is released automatically for certain moves. It can
    be poured into speed changes if the storage is released.

    It can also be used for jumps. Depletes slowly upon release, and
    quickly when being used for a move. Wall jumps, pole spins,
    loo-de-loops, all use of potential energy. Releasing the energy at the
    particularly right moment creates a burst in usage.

    There is a sweet spot in release. If the following move is used in the
    sweet spot then the energy release is far more powerful, and chains
    into more power storage if the storage button is held again.

    The goal is to build up enough potential energy to do something
    incredible. The more energy you get the more sweet your moves become.

  + a few ways of thinking

    I need a few different kinds of problems to solve. I have the timing
    of momentum. The player has to watch his dude's momentum, and try and
    find moments that he can best release the potential energy in.

    I want there to be some analysis of the opponent. There is of course
    the buddy stuff with the dog.

    There has to be a technical understanding of the map. We definitely
    want to master the map. So there is memory work, and understanding how
    best to use its strengths, how to avoid its weaknesses, or at least
    deal with them.

    I want there to be some mental math and prediction, estimation of how
    much energy will do what. There is a lot of timing, relative to
    enemies, and just in general. There is lots of projection of movement
    through space, affected by different jumping-off points and ricochets,
    and the type of position being jumped out of. Also speed and release
    of energy matter.

    There are basic tactical problems to solve, twitch maneuvering,
    momentum projections. Enemies have movement patterns. There is a sense
    of strategic position. There is projectile avoidance, the avoidance of
    moving enemies with unique patterns.

    You cannot fight. All you can do is run and jump like crazy. Why can
    you not fight? Because you are always afraid? That doesn't make any
    sense.

    The point is just to get to the dog.

  + more than 1 type of emotion conveyed through the mechanics

    Well, you have the fear. You also have some other things.

    There is the idea of something coming to get you. You can only
    run. You also build up energy. So you are always preparing. You also
    have the idea of slow mastery, moving very close to your target but
    not quite finishing him off.
      -> CREEPING FEAR

    There is a sense of balance to the character. He has his own
    personality, that shifts over time. The player's goal is to understand
    these shifts, then compensate by projecting correctly into the future,
    and adjusting his path and potential energy storage patterns
    accordingly.
      . absorption in the level, the character
      . understanding how the boy feels, being responsive to him, caring
      . you study him. you love him.
      -> SUPPORT

    There is the closely zero-ing on perfection, like amstering Forza. You
    take each turn more closely, and more closely. You want to shave off
    seconds from a lap time. You feel fear. You also feel in the zone. You
    want your intuition to merge with what is in front of you. You want
    inner peace. You want to get in the zone.
      -> FOCUS

    You feel like you are in a jungle gym, outsmarting the enemy. You feel
    free. You feel competent. You feel clever. You feel precise. You get
    in the groove. You feel like a dancer, one who reads the winds. You
    are like a flyer. You are a gymnast, dexterous, powerful, moving with
    finesse.
      -> FINESSE

    Then there are the puzzles. You get to be clever, then execute a
    solution in a flash, or carefully. That's giving him one right in the
    gut, then the face, then again the face, knocking him straight to the
    ground, firmly, snugly. The battle ends.
      . clever, power
      -> CLEVER

    There is a sense of power through slow study, through biding your time
    and preparing, then launching at once. Build, then release. That is a
    major theme of the whole game. Like Ippo, you train hard for the one
    moment in the ring, when you are put to the test, and get to let your
    emotions fly out.
      -> DOMINANCE THROUGH PATIENCE

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