Flying Dolphin Man – Game Mechanic

Gameplay Mechanic

I didn’t start out with a set idea from the get-go. So I just started to brainstorm, I knew that I wanted to make something movement-based since that is my strength. I don’t remember my exact thought process, but the thought in my head went something along the lines of “What if you threw something that ricochet.. what if you ARE the ricochet!”.

RicochetGameplay1.gif

I started out just researching and googling and quickly got a wonky prototype. I started out with making a way to aim, so the player could launch at any direction. The camera would zoom-in and the player character enters a state of anitcipation. I used a line-trace as a sort of crosshair. The camera aslo sets to an offset, so that player can see where they are about to be launched.

Charging.gif

When testing the mechanic I quickly realized that you can lose your momentum fairly quickly if you don’t land correctly and I wanted the player to be able to bounce around for a long time without landing and recharging, thus losing all the momentum and flow in the gameplay. So I made it possible to launch in air as well. When implementing that however, since the player flies around in a very fast pace I found it very hard to aim. So I made so time slows down when the Player aims.

SlowDown.gif

The obvious next flaw here was that if the player can launch mid-air, what stops them form a lunch all the time and basically fly around the level? I gave the player a one air launch, and then they have to bounce on an object to recharge it.

WallRecharge.gif

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