Game Development Reference
In-Depth Information
If a game has a monster with a single type of attack, it will soon become very simple
to decide how to defeat it; the sense of risk will be very insignificant and the player
will develop some sort of a comfort zone they will rarely leave. But a great game ex-
perience requires players to try many ways to achieve the result; good gameplay is
a creative process! Therefore, game elements need to push them in that direction.
Several classes of the monsters can be created:
Universal : They attack all types of robots.
Electricity/Magnets : Mostly attack metallic details, so almost harmless to
plastic robots.
High temperature : It melts plastic spares and is very dangerous for highly
intelligent robots, which are made of plastic.
Cracks and puddles : These pitfalls are tricky for a robot's legs.
Water : It is dangerous for metallic robots (they can lose a move) and it shuts
down jet legs.
Sphinxes : These are usually old robots, which a long time ago were security
guards. Now they are bored and like to ask various conundrums to create
some entertainment for themselves. Thus, only robots with high intelligence
can defeat them.
Bouncers : Old robot loaders, they can understand only brutal force, so the
head of the player's robot cannot be used in the fight.
Wires : These are hodgepodges of various wires and cables, which knots the
robot, so he has no opportunity to use his hands and tools.
Bugs : These are the most abstract and unexpected pitfalls. Errors in elec-
tronic systems push the robots to make pretty strange things. For example,
the head begins to fight with the body. Or the player has to give his entire
inventory to another player.
A special preference of the monster means that some parts of the robot can be
blocked. For example, the magnet paralyzes all the metallic parts, and they are not
used in the fight (for combined spares, their power value becomes lesser in a half);
the robot can only depend on tools he has in his hands. But remember that such
monsters should not feature a big value of power, so the player would have a chance
to overcome them. Now you see that such diversity pushes the players to use all fea-
tures, not fixating on only one arsenal of gaming tools. Basically, the idea is to train
a player with gentle slaps: Try this, now try that, use this item, and so on. Players
should know that there are many ways to solve a problem. Of course, the training
works fine if there are noticeable rewards in a form of successes in the game or spe-
cial achievements.
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