The Daily Click ::. Projects ::. FableQuest Origin of the Phoenix Knight
 

Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

Gameplay Overlook
Posted 16th Aug 10, by Strife  
So somebody on the TDC Community Project thread linked to some really neat articles recently on Gamasutra. The articles explain some neat tips and tricks for action adventure game building:

http://www.gamasutra.com/view/feature/4326/action_adventure_level_design_.php
http://www.gamasutra.com/view/feature/4413/action_adventure_level_design_.php
http://www.gamasutra.com/view/feature/5441/action_adventure_level_design_.php

Basically, it talks about some things you can do to align your player's motivation with the main character's so that the player actively wants the protagonist to finish their quest. It also goes on to describe how to brainstorm and analyze the flow of your game through different kinds of charts and diagrams.

I took their advice and tried my hand at developing a table of FableQuest's gameplay flow. It's in the attached screenshot.

Basically, this table is a chronological timeline that analyzes every piece of the game where the main quest is updated. It goes from the start of the game to the point where Ikkin first reaches the White Weewoo, the main base of operations for the pirate NPCs.

Of particular interest to me is the New Features category. My aim is to provide a constant stream of new skills, abilities, and gameplay mechanics to keep players involved and interested in what will happen next. If all goes well, there should never be too wide of a gap between new features, and if there is, I should balance it out through other means. (Oh, and the white boxes in that row indicate optional new features, while the green ones are mandatory for the player to continue.)

Another side note: The "Tone" of the game is not how I expect the player to feel, but how seriously the game takes itself during a certain point. I'm inclined to believe that the story has taken itself pretty seriously so far, which is all the more reason to go for a more lighthearted tone between the introduction of the Pirates and the fourth dungeon. After the terrifying experience of the Solar Temple, I think that it would be a nice gesture to provide the player with a bit of comic relief before their next dramatic dungeon crawl.
Preview


Posted by Strife 16th August, 2010

Another note: The difficulty is a relative thing, really. ; I'm basically comparing it on a scale between the beginning of the game and the end of the game. Also keep in mind that this is only the first 33% of the game.

I'm also dabbling with the option of including difficulty settings that increase/decrease the player's damage output and overall defense against monster attacks.
Comment edited by Strife on 8/16/2010
 
Posted by Shiru 16th August, 2010

Nice articles. I'll read them completly after. I love the concept, it would be really nice for my games.
 
Posted by Watermelon876 16th August, 2010

Yeah I loved those articles and I'm glad you found some use for them!
 
Posted by Asholay 17th August, 2010

Nice once Strife - I use a very similar system in planning my RPG, although not with tone or player mood; think I'll inlcude them immediately and adjust parts to improve the journey!
 


 



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