journal response


The space of my game is discrete. My game has two dimensions. The boundaries of the space are however far I determine how much one can go left or right in a stage. There could be sub-spaces in my game that could be connected by a type of KO. Maybe though I’m not sure what a useful way would be to abstractly model the space of my game, maybe looking at it through different angles or looking at it like a perfectly flat surface. There are no objects in my game that are things that you pick up in a sense, each character in a way is an object that the player can use to beat the other with each having its own attribute. I’m not too sure on the specifics yet but it would probably entail some types of better movement options, damaging options possibly parrying mechanics. The player would trigger each state of each attribute because they are in control of it. The game would only truly know which moves would hit or kill but with learning the players would also be able to find that out. Even knowing how much meter is gained when attacking which would only be known by the game the players would probably as well figure out. What is known by all players are the opposing players meter and moveset. What is known by only one player is what they are going to do with the character and its moveset, I do not think so there isn’t much the player doesn’t know already. My players have seven verbs. There only one object they can act those verbs on. They can achieve their goal in defeating the other player in any way they like. There are so many depending on the number of characters. My players only control one subject. Certain side effects do change constraints on what the player can do like grabbing going through blocking, dodging but a parry could maybe go through a grab not too sure on that. Which these mechanics can tie into having the player learn it all pretty easily before hopefully they get bored of my game

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