Monday, September 9, 2013

Game Mechanic Designs

UDK Game Mechanics

 Disclamer: These are UDK assets. I just used kismet functions to design the game mechanics.

Telekinesis





Force Push


 Force Pull

 

Force Singularity

 


Concept statement: The force is with you!

Possible setting: Space station, in spaceship, or on a planet other than earth.

Time period: Future

Brief back story ideas: You play a test subject with enhanced telekinetic abilities trying to escape from his/her captors testing facilities by defeating enemies and solving puzzles.

Rough obstacle ideas: Bridge that needs to be pulled down so the player can cross. Objects that deal damage to enemies. Knocking down obstacles in the way. Lifting or pushing obstacles that are in the way.

Rough sketch of mechanic in action:

 Drop Block





Drop blocks to create paths of unreachable places.







Concept statement: Build, survive, and conquer.

Possible setting: Old Ruins

Time period: Present

Brief back story ideas: You play an adventuring archeologist lost in an ancient tomb of horrors. With a magic artifact you found deep in the crypt you can conjure objects out of thin air to help you solve puzzling obstacles in your way.

Rough obstacle ideas: Staking blocks to climb over obstacles. Summoning blocks to guard against enemy attacks. Drop blocks on objects to solve puzzles.

Rough sketch of mechanic in action:

 Fortress Bash









Concept statement: Bash and smash your foes stuff

Possible setting: Medieval time of chivalry

Time period: Past

Brief back story ideas: Lob heavy objects at your enemies fortress. Destroy all their stuff!

Rough obstacle ideas: Enemy players. Towers and wall in the way of your goal.

Rough sketch of mechanic in action:

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