Game Mechanics

From Project Kombat

Main Mechanics

Typically when you buy a game there is only one way to play a game. The player is given the ability to make choices about their gameplay experience. There are four main mechanics that make up gameplay. When a player hosts a game, they are presented four options that will drastically change the game experience. These four options include map choice, weapon set choice, health system choice, and the ability to tun fog of war on or off. These choices would encourage replay value because the user experience would be drastically different each time you play.


Weapon Sets Generally a game only has one weapon set to use in gameplay. This limits the ways that the game can be played. In Kombat users are given the choice between two distinct weapon sets. One weapon set would include weapons that are based in reality. This set could also be described a weapons that actually plausible. This set would include all of your standard shoot em up type weapons. The second set would be comprised of fantasy weapons or guns that are simply impossible or illogical. This weapon set would include such things as guns that shoot deadly burritos, sniper rifles that shoot through walls, and guns that heal your friends but hurt your enemies. All of these weapons would be considered power weapons and would have limited ammo and only appear at spawn points.


Themed Dynamic Maps Each map would have a unique theme based on ultimate show downs. The themes would range from ants vs army men in a garden to cops vs robbers in a city. There is a lot of room for creativity when it comes to theming a level. Each level would have some sort of dynamic element that would periodically change up gameplay. Examples include moving traffic in a city level, laser fences that turn on and off in a futuristic level, or a garden hose that washes away players in a garden level. All of the maps would have 3 - 5 power weapon spawn points. These spawn points are where the various weapons from the chosen weapon set would appear.


Fog of War Playing a shooter from a top down perspective changes the way players strategize and react in certain scenarios. If you were walking down a "L" shaped hallway in a 3D first person shooter and there was someone around the corner, you would not be able to see him. In a top down shooter you would be able to see that person waiting there. Kombat will implement a feature similar to a fog of war. If we were using the same L shaped hallway and fog of war was turned on, both players could not see each other because, like the real world, the other player would not be in their line of sight. Areas that are not in line of sight would be denoted by a slight gray tinting. In this area you would not be able to see enemies, however you would still see critical things such as the map, weapon spawns and team mates.


Health System Kombat would allow players to choose between two different types of health systems. One system would be a standard health system where you take damage until your health reaches zero and you die. The second type of health system would be based on a threshold. You can take damage and your heath recharges if you get into cover and wait a while. If you take too much damage in a period of time you will die. These two choices will effect how willing players are to take fire, how long a round of a game lasts, or how they will use strategic gameplay.

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