When it comes to Game Design, I prioritize:
The Creation of Gameplay Systems that Emphasizes the Overarching Goal of the Project
The Assurance that all Systems Work Cooperatively for an Engaging Gameplay Experience
The Planning of an Achievable Scope with the Resources Available for the Project
Overall Project Goal
π 6 Month Production Time π
π 4 Core Developers & Multiple External Artists π
π Large Scale FPS Horror Puzzle Game π
π Abandoned Haunted Orphanage π
π Loop Through the Game π
π Unlock Abilities to go Faster π
π Various Interactable Mechanics π
π Time Based Conditions π
π Knowledge Based Puzzles & Progression π
βΈ» βΈ» βΈ» βΈ» βΈ» βΈ»Β
Game Design Goals:
- Create a Loop system that encourages the player to loop through the game's single level in an attempt to reach the end before the victory time.
- Create mechanics that allow the player to unlock options to go faster (passages, abilities & codes) based on progression and knowledge.
- Create mechanics & systems that allow the level designer(s) to create puzzles & areas that emphasize the project's Overall Goal.
- Ensure that all mechanics are immersive with the game's world & context.
- Create mechanics & systems that provide a gameplay experience that is accessible to all skill levels in gaming.
My Experience
I had a great time being Lead Game Designer for this project. With the scope of the project being so big, I was able to compete in multiple game jams all while this project was in production. Theses smaller opportunities allowed me to play test various similar systems in the game indirectly through smaller games. This, along with constant feedback from team mates and testers, allowed for a smooth design process. I made sure that most systems flowed together to avoid any conflicts between mechanics. Most issues came from the User Experience, but they were simple to solve with more enticing instructions and tweaks to the mechanics.Β
Speed Running Without Skill Mechanics
When it came to the game design of Orphan Tome, I originally centered around skill based gameplay. With the original goal of making a speed runnable game, it was all about creating mechanics that would need the player to get good. But as the narrative & level design of the game was worked on, I soon realized that a different approach to the "Speed Running Loops" might be better. I then shifted towards more puzzle, knowledge & ability based systems. Puzzles would provide tricky gameplay segments that cleverly challenge the players. Knowledge would be based on the player's exploration & ability to retain and connect the information they find. Abilities would be a flat upgrade as a reward for completing a loop in under a certain time, keeping the main goal as finding the fastest way to beat the game.
Quality of Life for the Quality of Gameplay
I had added a few mechanics in order to make the gameplay as smooth and enjoyable as possible. Since the player would come across multiple collectible notes & segments of important information, I implemented a Journal mechanic. It allows the player to write information directly in it and keeps track of all the collectibles taken. It can also be opened on the side without disrupting gameplay if information is needed on the fly. All interactable elements in the game have one of three icons that indicate that they are interactable. These define whether they are locked and need a code or if they are attainable with an ability. They appear based on proximity to alert the player when they are close enough to interact.
Hunted in the Haunted Orphanage
A demonic threat spawns in after a calculated time during every loop after the first. This serves a narrative purpose and introduces a threat that encourages the player to take their time if they need to or go faster to complete the run. The threat amplifies the horror factor of the game and pushes the player to use hiding spots if they need to. The threat will cleverly patrol the entire orphanage once spawned, able to phase through doors and enter most rooms.