Game Development Reference
In-Depth Information
Falls down
only makes sense if there is an attack to be doing when you
get hit—in this case,
spin-kick
. The
sweep dodge
is an ability meant to com-
pensate for the
falls down
weakness, so there's no point in doing it before
falls down
. Finally,
wall jump
is an extension of basic
speed
, and
handspring
kick
is a special attacking version of the
wall jump
.
As always, given different design details, this stack could be different.
Speed
and
wall jump
, for example, could easily exchange places. This stack
reflects my imagined paper design.
Every part of the design has some uncertainty tag:
•
Spin-kick
This has just a little uncertainty, because it is derivative of
attacks we've seen in other games. The main uncertainty is in the
tuning of its radius and timing. If it turns out that the spin-kick works
better when it lasts a half second instead of the three seconds the de-
signers anticipated, changes might ripple upward into other abilities.
•
Falls down
This is very uncertain. Designer's intuition says that being
stunned might just be too frustrating, meaning we would have to re-
place this entirely.
•
Speed
There are technology-driven uncertainties here. Nonstandard,
physics-driven locomotion is always difficult to implement well. AI
might have trouble anticipating it or navigating with it, and players
might have trouble controlling it. It might need redesign or removal.
•
Wall jump
This has similar risks as
speed
, with added problems for AI
navigating along pathways that are usually inaccessible. The control
system for wall jumping will also likely need a few redesigns.
•
Handspring kick
This is not so uncertain in itself, but
handspring
kick
is vulnerable to a lot of cascading uncertainty from lower-level
systems.
•
Sweep dodge
This is straightforward on its own, but it's vulnerable to
cascading uncertainty from below.
We shouldn't just plow ahead with that entire design as though it's
guaranteed to work. It probably won't. As with
Fantasy Castle
, we should
find the core and liquefy everything else into the design backlog.
Capp's core gameplay is probably
spin-kick
,
speed
. Together, these two
allow him to fulfill his unique speed demon role, which is useful and
distinct from other characters. It looks like this: