Cycle 2 Activity 5: Interactivity and Choice

Since the prototype was designed to introduce four puzzles, the challenges that appear from two of the puzzles would be discussed. Choices players have, interface updates, actions players would perform, rules, and feedbacks would also be outlined.

Challenge 1

(Logic, Exploration): Passing the big fallen tree – Find a medium size rock and place it next to the fallen tree using the gravity gun to help jumping over.

Choice 1 – Players try to pass the big fallen tree directly using only player controls.

Interface – Obstacle is designed to be separable to the environment or terrain objects. The path is designed to make players understand clearly about where they should go next, prompting a thinking if the path is being blocked by an obstacle rather than a thinking of the boundary of the level.

Actions – Players position the character in front of the fallen tree and try to jump over it.

Rules – Character’s jump height is shorter than the height of the fallen tree. Players cannot make double jump (air jump).

Feedback – Players fail to pass the fallen tree and stuck at the same area.

Choice 2 – Players explore the world to find and utilise interactible objects around them to pass the fallen tree.

Interface – Interactible object (rock) glows, and it also shows its weight on hover.

Actions – Players use the gravity gun to hold the object (rock) and put it close to the fallen tree. Players then jump to the rock and then make another jump to pass the fallen tree.

Rules – Players can only hold one object at a time with the gravity gun. Players cannot make double jump (air jump).

Feedback – Players pass the obstacle (the fallen tree) and proceed to the next area.

Challenge 2

(Logic, Pattern recognition, Physical coordination): Crossing the river – Use the gravity gun to adjust the weight of the crates so it can float on the river as a bridge to jump over to.

Choice 1 – Players try to swim to get to the other side of the river.

Interface – A tutorial point showing if players cannot swim is placed nearby the river.

Actions – Players run and jump to the river directly.

Rules – Players die when they fall into the river, and will respawn back at the beginning of this obstacle.

Feedback – Players respawn at the beginning of the obstacle and stuck at the current area.

Choice 2 – Players see many crates around them and understand how to utilise them correctly.

Interface – Interactible object (crates) glows, and it also shows its weight on hover.

Actions – Players use the gravity gun to lighten the weight of the crates, then players place the crates on the river. Players then jump over to each rocks to cross the river.

Rules – Crates’ weight cannot be over than 100Kg nor less than 0Kg. Crates will float on the river when its weight is below 15Kg.

Feedback – Players cross over the river and proceed to the next area.


Cycle 2, Activity 4: Objects and Rules

Last week, the studio team discussed the general world of the game and some ideas on the puzzles players will face. For the prototype purpose, not full stories and all game elements will be used, rather than small number of the main concepts in deep details will be introduced. There will only be four main puzzles that players need to solve in the prototype as the introductory to the game main concepts. Each of the puzzle will require different type of utilization of the gravity gun to present the complete mechanics. To unpack the elements of the prototype more clearly, three tables have been made, which are list of objects, object attributes, and object relationships.

Looking into the four puzzles and other important non-puzzles aspects in the prototype , there are many objects considered to be important to implement. All these objects are listed in the table below, along with its model concept, detail purpose, and specific class.

Class type:
Player and weapon – unique class that determines player’s controls
Interactible objects – objects that player can interact directly using gravity gun
Buttons – class that can only be interacted by interactible object and player class (not weapon)
Obstacles – dynamic terrain that appears to be a part of the puzzles.
Terrain – normal uninteractible objects.

List of Objects in the Game.

Object Model Purpose Class
Player The character that player controls and has first person experiences. Player
Gravity Gun The main weapon of the players. This is used to lift up interactible objects and alter their weight. Weapon
Rock Interactible objects that are scattered around as a part of the puzzles. They varies in size and weight. It is used to jump over the fallen tree, cross the river and to press the stone buttons Interactible Object
Apple Interactible object that is a part of the puzzles. It is used to press the stone buttons by amplifying its weight. Interactible Object
Crate Interactible object that is a part of the puzzles. It is used to press the stone buttons by amplifying its weight. Interactible Object
Boat Appear to be the last interactible object on the game. Player wins whenever he interacts with this object. Interactible Object
Stone Buttons Image result for stone floor button Interactible objects that are parts of the puzzles. Player has to put a heavy object on top of them to open the gates. Buttons
Large fallen tree An environmental obstacle. Player has to jump over it using his creativity. Obstacles
Gate Related image A part of the puzzles that blocks the way. Player has to figure out how to open these gates. There will be two main gates, first can be open by pressing the three stone buttons simultaneuously, the second one can be open by pressing a “switch” stone button. Obstacles
River Related image An environmental obstacle. Player has to cross the river using his creativity. Obstacles
Instruction Signs Related image Some sort of environmental objects that gives hints and guidances with the player and weapon controls. Will be placed in the very first area. Terrain
Environmental trees An environmental object as the boundary of the map. Terrain

Some objects have attributes that have direct and indirect impacts to the mechanics and difficulties of the game (prototype in this case). Not all objects have attributes. The detail of the attributes identified along with its default value and measurement is illustrated in the table below.

Object Attributes.

Object Attributes Value Measure
Player Walking speed 5 game dot pixels / second
Running speed 10 game dot pixels / second
Jump height 2 game dot pixels
Weight 75 Kg
Gravity Gun Lifting object range 3 game dot pixels
Altering weight range 10 game dot pixels
Default Mode Amplify class
Weight speed 25 kg / second
Rock Weight ranging from 5 to 80 Kg
Size ranging from small to big class
Apple Weight 1 Kg
Size small class
Crate Weight 5 Kg
Size medium class

After having better understanding to each individual object, the rules and relationships between them are also identified. They are depicted in the relationship table below.

Object Relationships.

Object Relationship With Effect(s)
Player Terrain (Environmental trees & Instruction signs) Colliding with player
Fallen trees and gates Colliding with player
River Player dies when he/she is drowned
Boat The game ends with winning when player interact with this object
Gravity Gun Interactible objects (rocks, apple, crates, boats) Player can lift up every interactible objects with gravity guns. Player can also amplify or lighten the object’s weight.
Stone buttons Player Will be pressed when the player step on it.
Interactible objects (rocks, apple, crates) Will be pressed when an object with weight above 20kg exist on top of it.
Gates Pressed button will open the gates