Tuesday, 4 October 2016

Game Play Loop Flowchart

    The main hook of any game is the core game play loop. This loop consists of the actions and reactions that the player will be carrying out frequently in the game and makes up the majority of game play. I created a list of the core mechanics and systems that my game is comprised of, and then used these to sketch a rough flow chart of the game play loop. This exercise helped me to clearly lay out all the elements of the game and as a result, better understand the game play loop. I was able to create this diagram.
A flowchart displaying the core gameplay loop of my game
    The game play is focused around clearing levels of enemies, collecting loot, and progressing. In the diagram the first split is whether or not the room the player enters is a combat room, a room consisting of enemies, or a non-combat room, where there will most commonly be a variety of NPCs to interact with. These NPCs could be traders, doctors, quest givers, or more depending on how many different NPC interactions I can think of. Having this split so early in the loop will keep the game play fresh, rather than every room just being a shooting gallery there is a chance that the room could contain a previously unseen interaction with some interesting characters.

    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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