CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!

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Presentation transcript:

CSE1GDT Gameplay Mechanics

Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them! There are multiple ways of defining these: –In your head – small 1 person developed game –On paper –In code

During Design the rules will largely be on Paper Once you move to implementation much of the rules may end up as code Even through Prototypes many mechanics may become code –Try to keep the Core Mechanics Rules separate to your implementation!!

Player Taking Damage Example

The core mechanics should be designed to give players a good experience The core mechanics are not quite the game rules! –They do however dictate and affect many of the game rules

Diagram Goes Here!!! Player –Inputs Interface –Player Events –Player Outputs Core Mechanics –Triggers –In Game Events Level Design Data Info to Core Mechanics Storytelling Engine Narrative Events Triggers

The Game Space as a Mechanic Real Time vs Turn Based –Real Time is more of a world description –Turn Based games run on a much slower tick rate than real time games –They have the capacity to compute all required tasks every cycle. –Real time games may need to prioritise rules, and have many more time dependant rules

More Mechanics to Explore Objects Actions Rules Skill Chance We will go through these in time!

Using the core mechanics in level design What parts are level design? What parts are core mechanics?

Level Design –Where a challenge is –When a challenge is –What order challenges are in Core Mechanics –How the challenges work –How the player wins a level –What actions the player can use in the level

Assault Core Mechanics Game is in 2 rounds List of Objectives, and Triggers for the objectives Gameplay timers

Tetris Core Mechanics …

References Chapter 10, The Art of Game Design Game Level Design, Ed Byrne