Gameplay and Mechanics

Point and Click Mechanics

As my game will be a point-and-click game I have compiled a list of the actions you can do in those games.

  • Use – use items, either on NPC’s or on the environment
  • Talk To – start conversations with NPCs
  • Give –give NPC’s items
  • Push – push items in the environment
  • Pull – pull items in the environments
  • Combine Items – This makes a new item from two items

Another key element of point-and-click games are the long winded puzzles, which I will be creating.

Week 6

This is a preliminary core game loop, though it serves better as a meta game loop. A core game loop for point-and-click would look like this.

Explore InteractOvercome obstacle
Click around the environmentInteract with NPC’s and hotspotsEither gain knowledge of what to do, or overcome an obstacle, this could be as simple as learning to choose the right dialogue options

For the GDD I created this game flow diagram to better capture how point-and-click games function, as there are constant obstacles that you overcome through a variety of ways.

Minigame –

I do not have a clear idea of what the minigame will be so I am going to look at some different games for inspiration.

Shutterbug

This is a free to play on the web itch.io game. I found it last year and I love the unique camera mechanic where you resize the tab to zoom in and out.

Eastshade

During week 6 I was recommended this game, where you play as a travelling artist the paitning mechanics works like taking a photo, lining up the lanscape.

Around week seven and eight I had done further work on my narrative and I had begun my puzzle dependency graph.

Working further on these and getting feedback from my lecturer I decided to stop pursuing the idea of this minigame as my narrative now involved the player recovering the pieces of the camera to rebuild it.

In week ten once I had overhauled my narrative I found myself developing a different kind of minigame about photo development.


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