Project #1 - An Atomic Mechanic
Instructions
A, D - Move Up Arrow Key (Hold) - Go Tall Down Arrow Key (Hold) - Go Small Right Arrow Key (Hold) - Go Wide
Mechanic Name
Change Hitbox Size
Mechanic Description
This mechanic gives the player the ability to change the size of their hitbox to one of four states: base, small, wide, and tall. The player can fit through narrow, horizontal passages in the small state. The player can move over gaps in the floor in the wide state. Finally, the player can fit through narrow, vertical passages in the tall state. To be meaningful, this mechanic requires basic movement and gravity.
Implementation Description
A level was designed such that the player could not traverse it in the base state. A fixed camera was implemented with an obvious goal in the form of a yellow star. Basic movement using the A and D keys was implemented, as well as gravity to give context to the mechanic. The player can use the down arrow key to enter the small state to pass through the first narrow, horizontal passage. Next, the player can use the left or right arrow keys to pass over gaps in the floor with dangerous spikes down below. The player can use the up arrow key to fit through a long, narrow, and horizontal passage. The player must then use what they have learned to traverse the last section and reach the star, which requires them to enter the tall state in a very juicy reward sequence.
Mechanic Analysis
From studying this mechanic in several games, we identified that the mechanic could be used to give players an intuitive puzzle to solve as they begin to learn a game. The puzzle is intuitive because it leverages the player’s learned understanding of physics and shapes as the key to solving the puzzle. We articulated this in our pattern “Thou Shalt Not Pass, Unless Thou Art Tiny.” The implication of this mechanic is that the player will feel clever and supported as they learn the mechanics of the game, building their confidence before learning more challenging mechanics. Additionally, giving the player a chance to learn this mechanic with low-risk traversal exercises will give them the skills needed to use a change of hitbox size in a scenario with higher risk, such as combat.
Design Pattern Description
Designers can provide players with the ability to change hitbox size that enables them to fit through different sized passages in the game space. By introducing this mechanic and coupling it with varied terrain to traverse (such as very small corridors), the designer presents the player with a basic and intuitive puzzle to solve, which is conducive to a new player feeling confident as they begin to learn how to play a game. This setup encourages the player to use their intuitive understanding of object size in relation to the obstacles presented to access new spaces or make progress.
Pattern Link
Thou Shalt Not Pass, Unless Thou Art Tiny
Team
Nico Ulloa, Julia Lee, Zekai Gong, Austin Szema, and Brandon Lyman
Attribution
All assets used for this playable concept are original except for those listed below:
- "Pixelify Sans" font by Stefie Justprince - Used with permission under SIL OPEN FONT LICENSE Version 1.1 (Asset Link)
Files
Mechanics Design, Analysis and Implementation
A collection of critically analyzed and carefully constructed game mechanics.
Status | Released |
Authors | BrandonLymanGameDev, julia72, AustinSzema |
Genre | Educational |
Tags | analysis, Game Design, mechanics, playable-concept |
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