-
Notifications
You must be signed in to change notification settings - Fork 2
Functional Interactable Objects
This page involved information about the details of functional interactable objects.
There are two kinds of functional objects:
- Buff Object: The object that will bring a positive effect to the player.
- Debuff Object: The object that will bring a negative effect to the player.
This design is based on canned beverages. A lightning bolt is added to the surface of the drink to indicate power. The main colour is red because red can give users the first impression of powerful energy. The blue outline is added on the outside to indicate that this is an item that will provide good results,because, in the design of many existing games, blue is the colour that represents energy.
Effect: Power up, to increase the player's speed within a certain period of time.
Using banana peel as a debuff item, the user's first impression is that the item cannot be approached. Nowadays, banana peels in many games exist as an item that brings bad effects to players. For example, in Mario Kart, the player will skid when the player encounters a banana peel. In this design, the banana peel is also used as an item to make the player slip. It is also more in line with the setting of this scene at home. In terms of design style, in order to allow users to recognize the props well, the painting style will be closer to the actual items. As a debuff prop, the outline is designed to be dark red. Crimson is a bloody color and will bring a negative metaphor to the player.
Effects:
- Causes the player to glide a distance in one direction uncontrollably
- Causes the player to slip and fall, unable to move in place for a period of time (Both effects are responsible for the setting of the banana peel. Need to determine which effect is more popular through user testing in the next stage.)
Entities and Components
Interaction System
Unit Testing
Input Handling
UI
Game Screens and Areas
Map Generation
Basic Interactable Objects Design