So I added a bunch of new power ups, I modded the AI so that it can be challenging, and I have the opponent ship seeking powerups.
I love that I kept this game very modular, because as I was playing it I realized that this game can be mutated to become anything. As it stands right now it is an asteroid game. However, it can be a game about killing zombies, it can be a game about exterminating bugs, it can be a game about killing runaway fugitives, the themes can go on and on. What Im starting to realize is that the core mechanics of a game can be its own entity. Although themes, art, and the players perception play a huge role in the game, the core gameplay is the game itself. Which is probably why most first person shooters seem very similar. They all have different themes and there are differences here and there but the core gameplay is the same. Its interesting how Half-Life2 broke the mold by adding one gun. The gravity gun. Once the gravity gun was added to the game, the core morphed. Now the player has an enormous amount of freedom and possibilities. It also allows more opportunities for variable play.
For the Asteroids game, Im exploring new possibilities, and I've realized that this second player/partner is the "gravity gun" for this game. I realize by having an AI counterpart the type of play can be changed. With this character you can interact with it cooperatively or competitively. There can be levels where your ability to shoot has been taken away and you have to rely on this partner. Compete with this player to get the most points. Or it can be a vs game set with obstacles in the way. I have a couple of more ideas but I'm not going to spill those yet. I'll be working on the third iteration and we'll see if I can find the most fulfilling core concept of this game.

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