GAME OBJECT - MINES
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GAME OBJECT - BUMPER
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GAME OBJECT - BLACK AND WHITE HOLES
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LEVEL FUNCTION - LIGHT PLAYER
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LEVEL FUNCTION - RHYTHM
Rhythm could be used in our game design in a number of ways: by having the player's polarity change colour on a rhythmic basis, or conversely having the polarity of platforms change to a rhythm. This will create a timing challenge for the player, requiring patient and careful consideration of their movement.
LEVEL FUNCTION - HEAVY SPACE
Heavy space is envisioned as a field overlayed on the stage design where physics are altered to the effect of slowing player movement. Alternatively, physics could be altered to increase gravity.
REDESIGN - LEVEL GOAL
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REDESIGN - EYE
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ADDITIONAL IMPLEMENTATION - SWITCHES
Presently our switch objects only serve to turn on or off the magnetic field of a platform. It is desirable that they serve additional function of turning on and off gravity, platforms themselves, or any of the above objects should they be implemented. Ideally scripting should be used on a per level basis to allow for multiple switches being inter-connected and thus increasing level design possibilities.
DESIGN CONCERN - STANDARDS
I feel it's important to set some standards for level design in order to keep consistency for the player's benefit. Stage gravity should be a consistent strength, as should the magnetic strength of fields. Game objects should also function in a consistent way. The exact standards we will have to negotiate after extensive testing.
DESIGN CONCERN - GRAVITY INDICATOR
Given the desire to include levels without gravity in effect as well as possibly having levels that allow for gravity to be switch on and off, it is preferable to have some way of indicating the state of gravity for the player to discern at a glance. One idea is to darken the game screen when gravity is not present, connoting the zero gravity environment of space - cold and dark.
The inclusion of just a few of these elements will improve the game design by a large degree, offering both variety and a level of excellence seen in published games. We must however be wary of scope creep, especially in regards to programming, as our main programmer, Tom, is already over loaded.
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