Game Design Workshop 2




What is the MDA framework for don't starve? (Mechanics-Dynamics-Aesthetics)

For this workshop I have analyzed the core game loop for don’t starve. I have played the game my self and i have come to the conclusion that the core loop for this game is surviving. The Action is walking around and exploring the game world. The reward is that the player explores new things which are essential for surviving. And the expansion is that the player survives which brings the player to the next day without dying so the player can go on exploring.


I have created a prototype based on this game loop.The Prototype let's the player explorer different areas which are not hidden, but what is inside of this are is hidden. 



Test 1:
The player starts with 20 Health points, 10 Gold points and 20 Attack points.
Each step the player takes cost 1 HP.

The first test player just stood still and did not do anything when I told him surviving was essential and moving costs HP.

Test 2:
The same player again tarts with 20 Health points, 10 Gold points and 20 Attack points.
Each step the player takes cost 1 HP.

The player began moving because I asked him to explorer the game world. He started walking around and opening the secret areas. 

Step1: The player took 2 steps and got to an area where he got +10 G the steps cost him 2 HP.
Status: 18 HP, 20 G, 20 AP.

Step 2: cost the player 2 HP and the player discovered an Armor which costs 20 G but gives the player 20 HP. The player decides not to buy the armor.
Status: 16 HP20G20 AP.

Step3: The player found +10 G and +20 HP. It cost him 4 HP to get there.
Status: 32 HP30 G20 AP.

Step4: The player found another +10 HP. It cost him 2 HP to get there.
Status: 40 HP30 G20 AP.

Step5: The player found an sword which he decides to buy this cost him 20 G and 4 HP to get there the sword gave the player 30 AP.
Status: 36 HP10 G50 AP.

Step6: The player kinda knew there was a boss behind the big area. So he decided to stay. But I asked him to go there. So he did. This cost the player 4 HP to get there.
Status: 32 HP10 G50 AP.Step7: So the player encountered the bos which has 50 HP and 30 AP. The boss attacks first in this prototype. This cost the player 30 HP because the boss has 30 AP.

Status: 12 HP10 G, 50 AP.

Next move is from the player which attack with 50 AP. The boss has 50 HP which means that the boss is defeated. 

Feedback:

I need to make HP go down with time, because other wise players can stand still and do nothing to survive. And also the discovererable areas where all to positive non of them cost something for the player more than it gives,

I could also experiment with some tweaks in the mechanics like the cost of one step could be multiplied. Or the stats in the beginning can be lowered. 



Test 3:

The player starts with 13 Health points, 10 Gold points and 20 Attack points.
Each 60 seconds costs the player 1 HP and each step the player takes cost 1 HP. 

This time the player did not survive because she opened a area which drained 10 HP from her character, Also the 60 seconds rule kind a put her in a hurry. The player did find the boss but did not have enough AP to start the boss battle.




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