Game Director example on Unity |
Go, Heli Go! |
- The number and appearance intensity of the middle rocks.
- The speed of the helicopter.
- The cave size.
Start of game |
Knowing the basic difficult level progress of the game, we can know simple adjust it to be more intense or less trough the game, like, making the cave size just decrease when we hit 2.500 meters trough the cave, and make the helicopter speed increase 10 points every 500 meters, and the middle rocks appears more often every meter.
The cave size decreasing. |
This is enough to make the game have a progression, but we can achieve more than that, steady of making just a calculation, that makes everything runs fluid and math-like, we can put some repeating errors, or what i like to call, induced anomalous patterns, that are kind a deviation of a equation, to make it more like our natural world! We have our routines but in sometimes, things happen! And we have to find another ways to face problems, like walking everyday by the same street, but in one day, a car accident make us have to drive trough a other way to get to the same point, if the journey is changed, the experience changes, and game design is all about the experience while we play.
The induced anomalous patterns in evidence. |
The Game Director is a tool to make you can change the progress of the game in a easy way, but it also, is a powerful tool to create extra-flow experience, in case of Go, Heli Go!, we've add spots on the progression of the game where it becomes an sample of what is coming, by making the difficult rises significant but the speed can be inverted in that points, so we can make the first 20 seconds of game have the rocks difficult from 5 minutes later, with a helicopter speed difficult small, so the flow of the game changed, but the difficult and the progress are still always challenging the player.
You can make a basic game director to your game, but gathering together the variables that creates the difficult in your mechanics like the gravity, the power of your vehicle, the maneuverability, or the speed the enemies walk, or the damage they deal, or even their levels, and make a graph that controls it all, so you can easily change the progress and the difficult of a game, and solve problems more easily.
Hope it helps and gave you ideas!