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Gameplay Design

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Gameplay Design Empty Gameplay Design

Post by Malexos Tue May 29, 2012 5:55 pm


If last night's conversation went the way I think it did, we now have the finalized version of Facade's plot, which means we can start focusing pretty much all of our effort on puzzle design, because that's 90% of the game.

According to Sythe, the puzzles should be based around the player's control over nanobots; however, let's be open-minded. If someone came up with a brilliant, innovative idea that DOESN'T involve nanobots, I'm sure Sythe wouldn't mind.

So here are some things we need to think about:

-How could the player use nanobots to change the world around him?

-What sort of obstacles could be put in a player's path to make use of the nanobot technology?

-Nanobots are tiny, and you need a hell of a lot of them to see an effect on a macrocosmic scale. How are we going to regulate how many nanobots the player can use at any given time? Should we regulate how many nanobots the player can use?

Some things to start us off:

How about if nanobot behavior is affected by different wavelengths of light? For example, when shown under a green light, they may stick to surfaces, or become elastic.

Malexos
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