Nathanâs Studio VI Mechanic Prototypes, Episode 5: Random Fiddling That Ended Up Being the Core Gameplay Loop
Leading up to the September GDM, Mark put together a prototype of our gameâs mechanics â at that point, weâd decided that while the theme of creep would form the base plot and concept of our game, the player needed a central gameplay loop that distracted them from the world around them, and that that loop would involve multiple platform mechanics. Mark implemented double-jumping, lunging forwards, and wall-running.
The week of the GDM itself, I put it upon myself to put together a prototype based off of his, so weâd have something to show off. I copied his lunging and double-jumping code, adapted his wall-running code, and added wall-jumping too. I made little mini-levels that involved the use of each powerup several times, made them only appear when the player couldnât see it (as a test of our player progression), and added a few little touches of my own â effects that represented the force pushing the player (that remain in the game as of this writing, almost two months later) and a âstopâ mechanic that simply reduced the playerâs velocity to 0. That last one was added on a whim but ended up being my favourite. Iâll write a post about our GDM adventures later, but I will say here that people liked it a surprising amount.
That got me thinking â if people like random movement mechanics like that, what else could we do with them? I brainstormed some ideas, and ended up implementing two more â the ability to slow your descent (usually to a complete stop, so we called it hovering) and the ability to convert all your momentum at any moment into upwards momentum (which is as cool and satisfying as it is fiddly and frustrating). All in all, we had seven mechanics to put together, which seemed a perfect amount â if we were to include separate towers as I included in my previous prototype, 6 would be an ideal amount. If youâre going to neatly surround a circle with other circles, you want to surround it with 6. (There are mathematical reasons for this  - 6 is the âkissing numberâ in 2 dimensions â but Iâll spare you the details because I donât know them.) Add in one more for the central towerâs tutorial section, and you get the 7 we have today.
That ended up being the final prototype I produced for Studio VI. Iâm still developing it, seeing as it was used as a basis for the final game. Iâm pretty happy with it â the 7 abilities give you a pretty useful, interesting, synergistic toolbox to play with. Just earlier today, we found a much faster way to move along the ground than walking â jumping, immediately stopping your ascent with hover, and lunging forward. You keep all your forward momentum but barely leave the ground. When I have those kinds of dynamics emerging from my game design, I consider it a success.
I want to note something else about the mechanics here â my idea for the player to be able to obtain as many or as few powerups as they thought they needed, and to obtain them in any order. Our initial plan was for the player to ascend the tower, and for each level to introduce a new powerup and a new mechanic they needed t advance. I came up with the alternative idea of letting them attempt a main, central challenge at any time, and to have the option of obtaining more powerups by attempting additional challenges in separate towers. I liked this idea for two main reasons: firstly, it allowed for the tower and player to represent nature and humanity in a more nuanced way â the player could take all the towerâs energy/life force/chi/mana/whatever and get all the abilities for themselves, or they could be resourceful and complete the challenge while sparing the tower. Secondly, it's what Zelda: Breath of the Wild did
The mechanics arenât perfect â the controls need work and the exact values and variables need fine-tuning â but Iâm really happy with them and how they've turned out. I might even go as far as saying theyâre among my best work at BCT (but only if I was super-duper tired and emotional and hung-up on the fact that my time as a BCT student is going to end in exactly 12 hours to the minute (which I am)).








