Merge remote-tracking branch 'origin/master'
# Conflicts: # game_notes/.obsidian/workspace
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{
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"collapse-filter": true,
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"search": "",
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"showTags": false,
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"showAttachments": false,
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"hideUnresolved": false,
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"showOrphans": true,
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"collapse-color-groups": true,
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"colorGroups": [],
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"collapse-display": true,
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"showArrow": false,
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"textFadeMultiplier": 0,
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"nodeSizeMultiplier": 1,
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"lineSizeMultiplier": 1,
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"collapse-forces": true,
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"centerStrength": 0.518713248970312,
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"repelStrength": 10,
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"linkStrength": 1,
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"linkDistance": 250,
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"scale": 1,
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"close": false
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}
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****Game Design Notes****
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Player Experience:
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-
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Core Mechanic:
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-Base building
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Game Mechanics:
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-
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****Game Name****
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****Game Theme****
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****Game Features****
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Onion Design
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Identify your core feature and start there and work your way outward where features deacrease in importance.
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Write down the most important features of ArgonAssault
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1. Base Building: Set up infrastructure to defend against enemies and to grow your base.
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2. Enemies: You have to expand into hostile territory, enemies are a constant threat.
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3.
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4.
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5.
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6.
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7.
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Additional Features to consider:
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1. Factions
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2.
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3.
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4.
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5.
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Example
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ArgonAssault
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****Game Design Notes****
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Player Experience:
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-Chaos
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Core Mechanic:
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-Dodge and shoot
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Game Mechanics:
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-Get as far as possible without dying in order to get the highest score possible. Start from beginning when die.
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****Game Name****
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Argon Assault
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****Game Theme****
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You must save your planet, Argon, from destruction by an invading force.
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****Game Features****
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Onion Design
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Identify your core feature and start there and work your way outward where features deacrease in importance.
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Write down the most important features of ArgonAssault
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1. Camera Rail: Path through the level that the camera follows.
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2. Player Movement: Horizontal and Vertical movement.
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3. Shooting: Player shoot bullets which do damage to opponent.
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4. Health: Enemies have health that depletes when shot.
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5. Enemy Paths: Enemies should travel on paths and be hand placed by the designer.
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6. Score: Points are given for killing enemies.
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7. Game Loop: Upon dying. player restarts the level.
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Additional Features to consider:
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1. Multiple Levels: Finish a level and load the next.
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2. Player Shield: When damaged, the player's shield depletes.
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3. Pickups: Flying over a shield pickup will increase the player's shields.
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4. Momentary Invulnerability: After taking damage, the player cannot take damage again for X time.
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5. Weapon Upgrades: Flying over a pickup could increase weapon damage.
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By using this method you can answer some questions which often come up as you design you game
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here are some examples:
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What features should I include in my game?
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Where should i start development?
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What are my priorities?
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What if I run out of time?
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When should I stop?
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