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| A flowchart displaying the core gameplay loop of my game |
If the room is a combat room, then combat proceeds. This consists of shooting, dodging, using power ups and items, and just generally surviving the enemy. Once the enemies have been defeated, there is a chance that they will drop some goodies, such as med-kits, ammo drops, keys, or even weapons and items. The more rare items will only be found in chests. If there is a chest in the room once the enemies have been dealt with, then the player can open this chest with a key. If however, the player doesn't have a key, then they will have to leave the room and come back once they have one. Players can get keys from enemy drops or buying one from a trader.
Once the player has left the room, they will go back to the level, where they will select another room. This process is repeated until all rooms in the level have been cleared, at which point the player will leave the level, returning to the 'safehouse'. From there they can move onto further levels.
Creating this diagram has given me a clear instruction about how the levels will work, and from here I can go on to think of the level design principles that will define how I create my levels around this core game play loop.

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