1.5 Success Criteria
Level Layout and design
1
Wide open map for the player to explore however they choose
To make the game have a more unique experience leaving lots of parts to fully explore and figure out rather than total completion of levels
2
Areas unlocked through short puzzles
This allows for small feelings of accomplishment throughout the game to make the experience more enjoyable
3
Areas blocked of or forbidden in the progression of the game through collision detection
Creates progression in a game that will based around playing it in your own way
4
Multiple layers to the map not just surface level
Allows for more exploration and hidden features throughout the map to create a sense of more detail when its just detached maps with illusion of height
5
Inside areas / separate maps to represent inside of buildings
Inside of building maps can be very simple to create and create a feeling of a more real world in the game
6
Areas inhabited by lots of enemies and others with none
Can create areas of challenge a player can either willingly choose to go or stay away from but rewarded if they do adventure to these areas.
UI
7
Player should be presented with a nice and easy title screen upon launch to navigate
The title menu is the first thing presented to the player so should create a nice first impression but does not need to be too highly detailed
8
Options for customisation settings such as auto save features etc to toggle
This allows for the player making sure they're playing how they want and optimised to their liking
9
A menu presented upon pausing the game with options to save or leave the game
A player may want to take a break without having to worry about the game so having a pause menu is a easy way to fix this issue.
10
The player should easily be able to start a new game
Players may not want to complete the game in one go but instead finish the game slowly and to their own pace.
Mechanics
11
Create a top down view for the player to view the character and the surroundings that follows the player
Can create a sense of nostalgia with a style similar to older games as well as allowing the player to view the surroundings stopping them walking around blindly
12
Basic puzzle mechanics to complete throughout exploration
Can add more variety to the game to make it more appealing to a wider audience so people can enjoy their favourite parts about the game
13
Simple combat to fight the enemies found throughout.
Can engage the player through creating a rush and sense of urgency. However I do not want these combat mechanics to be too stressful or hard since I want all age ranges to enjoy
14
Moving the player with W,A,S,D controls allowing them to walk around the map
Essential for playing the game allowing all the other mechanics to take place
15
Clicking the mouse to interact with either objects or dialogue.
Makes the game more interactive than simply moving around with no aim but instead having to communicate with NPC's and interact with objects to progress.
Non-functional
These are features which are not descriptions of functionality. They are more like suitability, such as age rating appropriateness, or performance of algorithms/response times for UI etc.
16
Game will remain appropriate for all a wide audience aiming for a PEGI rating of 7+
Anything higher will restrict the audience that is able to play but I do not want to sacrifice features to get it lower
17
Game must run without crashing
People will be less likely to keep playing the game if it crashes whilst playing.
18
Game must run at at least 30 fps
Anything lower would feel too slow and would make for a not enjoyable experience playing
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