Mackenzie Homann

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DESIGN

This page is dedicated to me explaining some of my design choices and practises from my finished games.

THE PLANE GAME

Goals

  • 2000’s style flash game
  • The Target audience was mainly people playing on computers that they don’t own, so highschool kids for example.
  • Online highscores. This was one of the main goals for many reasons.
  • Replayability.

Highscores was the most important goal. Something I did in high school allot was play flash games from websites such as coolmath-games. The only games we mainly played where games with a defined progression system, this could range from basic levels such as in Mario, speedrunning, or a highscore that we could brag about to each other each lesson. Because there was no possibility of saving we were instantly pulled to games with easy to remember progression ans win conditions.

Gameplay

Gameplay for the plane game was supper simple, and needed something that would give it new playstyles and replayability.

Weapons

Weapons where the main way of introducing new game play styles. I purposely made the weapon you start with weak, and kind of broring. This made players try to get new weapons, but also save weapon spawns for later use as you didn’t know what weapon you would get, and some weapons are better in different situations.

Having weapons that don’t fire normal bullets but instead, drop bricks, create floating mines, bullets that randomly shoot in new directions and spawning little planes that fly and explode, changed the playstyle of the game. It also added a meta, meaning if people are playing with friends they would hopefully talk about strategies to get a high score.

Enemies

Enemies would randomly spawn each wave, but add up to the same point score. This meant that every run would have a different enemy variation of spawning, but no player would have an unfair advantage to get more points.

Score Multiplier

The multiplier was made to create new playstyles, but also reward better skilled players.

Players who could stack up enemies with out dying would be able to get a higher multiplier, but at a risk.

Rewarding better players would hopefully make people play more to get better, but would also make more competition between friends.

Art Style

Because the game is so chaotic, and there’s bullets flying everywhere i went for a simple style. Red outlines would hurt you, while White outlines are neutral. I made this consistent through the game to make it as clear to the player as possible while so much was going on screen.

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