Like the title of the post would suggest, and as we further progress down into the development of mamaro, we begin to break down A mechanics system that involves players being conscious of the things they do and how it might affect them and things around them.
Mamaro Mechanics
Within Mamaro the game, the premise is the theme of trust, and Shoulder of Giants answer to this was to create a game where players to control of a newly reactivated construct of war, Mamaro a 50ft giant robot.
As the players quickly learn, the reason that mamaro is functional again was thx to a little girl that accidently switched you back on, and before a malicious robot is able to harm her mamaro saves her in time which then prompts the beginning of the game.
With this new found purpose and seeing as the world is still a hostile place mamaro takes lucy with him to find some form of home for the little girl.
Mechanics BreakDown
With this quick bond created players then begin the game and is quickly prompted to attack a stone wall, as they do lucy begins to get frightened. This Becomes the basis for for the game where players actions directly affect lucy, with more offensive attacks frightening her and more defensive moves calming her down.
With this Martyr system created players will begin to have choices on how to react in different situations trying to keep a balance between keeping themselves safe as well as keeping lucy safe.
In turn Lucy keeps players from reverting back to their original programming, as lucy plays around with Mamaro's wires in order to keep things event from happening.
Players who don't pay attention to lucys current state will find themselves slowly losing control of mamaro and eventually result in losing the game as mamaro turns hostile.
The way players keep lucy calm along with defeating enemies along the path will ultimately come down to how players mitigate their stats, with more aggressive buildings leading to stronger fights making it easier to scare lucy and more passive builds leading to a calmer lucy but ultimately unable to defeat the enemies and keep lucy safe.
As a test and triggered in the beginning to signify their meaning, certain enemies will drop large power cores that will enable players to gain more stats the use, this however causes mamaro to snap to the brink to a point where there software is booting up rabidly. This event is illustrated with players looking threw mamaro's eyes with lucy just in the front, as mamaro's software nears completions players can see his hand gradually moving towards lucy in an intent of harm. The power cores serves as a medium of power, giving players the choice to risk harming lucy even further and ultimately pushing towards a limit.
With this Martyr system created players will begin to have choices on how to react in different situations trying to keep a balance between keeping themselves safe as well as keeping lucy safe.
In turn Lucy keeps players from reverting back to their original programming, as lucy plays around with Mamaro's wires in order to keep things event from happening.
Players who don't pay attention to lucys current state will find themselves slowly losing control of mamaro and eventually result in losing the game as mamaro turns hostile.
The way players keep lucy calm along with defeating enemies along the path will ultimately come down to how players mitigate their stats, with more aggressive buildings leading to stronger fights making it easier to scare lucy and more passive builds leading to a calmer lucy but ultimately unable to defeat the enemies and keep lucy safe.
As a test and triggered in the beginning to signify their meaning, certain enemies will drop large power cores that will enable players to gain more stats the use, this however causes mamaro to snap to the brink to a point where there software is booting up rabidly. This event is illustrated with players looking threw mamaro's eyes with lucy just in the front, as mamaro's software nears completions players can see his hand gradually moving towards lucy in an intent of harm. The power cores serves as a medium of power, giving players the choice to risk harming lucy even further and ultimately pushing towards a limit.
What the mechanics intend
The Mechanics design intent is to make players think before they act, trusting in their abilities and choices and ultimately live with the consequences of these different elements
Level Designing and Story Telling
So with the mechanics testing players sensibilities and balancing their ability to trust in their skills and protect lucy players will need an environment to suit. With leading the teams direction in terms of art and feeling and as posted last week i have been tasked with creating the level that players will be moving around in.
With mechanics having deep ties within protection against hostile elements and the theme is set after in an apocalyptic environment I need to be able to construct the level in such a way that it conveys the story to the player as well as be engaging and overall enjoyable
With mechanics having deep ties within protection against hostile elements and the theme is set after in an apocalyptic environment I need to be able to construct the level in such a way that it conveys the story to the player as well as be engaging and overall enjoyable