Metrics of Space: Molecule/Level Design
Rooms
A room can be seen as one level. That means, that every level has a special design (e.g., "RainForest", "Halloween" and "Cave").
Game Space Organization is linear.
Collectibles
In some levels the players can find special gadgets. These can be equipped before starting a level, helping the players complete it.
Spawn Points
When the game starts, you and your partner will be spawned. One on the ground and one on the ceiling. When reviving your teammate, they will be spawned with opposing gravity to yours.
Edges and Nodes
The game has clear structures of edges and nodes. The players will think, that there will be different ways to solve a problem by shifting the gravity, but there won't. There will be one main way to solve a problem as a team (in most cases).
Landscape
Both players will be able to find themselves on a map, when they start the game.
Each level will be recognizable on the Game's Map, by its designs.
The level designs on the map will reflect the design of the level.
For example: The cave level, which plays in a dark, stone cave, will be seen as a rock / hole on the map.
We want the players to use their different senses.
Therefore the players can also find different types of soundtracks in each level.
This creates a unique and dynamic structure.
Interesting Design Decisions
Boxes: Pressure plates
Gravity Shift brings different points of view for each player and helps to build up teamwork.
Decision Options for the Player
Players can move freely (to the left and right)
Players lose points, gadgets or die as feedback for wrong decisions
Ideology
Science Oriented Game-Design (InGame)
- shifting gravity
Marketing oriented Game-Design (Developer-Team Intern Thoughts)
- How to sell the game correctly and bring it to the Game Markets?
Player Centered Design
Mechanics
- Each Player can use his own Computer, be it a laptop or a mounted PC, the game won't be on console or mobile.
- Teammates don't have to sit next to each other. You can play remotely, which means that player A could be at home while player B plays the game in a coffee shop. The only in-game communication is the 'Gravity Shift' vote.
- General game mechanics are not usual (e.g., "Gravity Shift"), but can be understood very fast.
- If the player knows the mobile game "Flappy Bird", he will understand the game mechanics even faster, because gravity shift movement mechanics are very similar to "Strange Galactic Friends".
Motivation
- Solve problems in a team and win the game.
- Build teamwork abilities and great relationships.
Mission
- Let both players build team spirit and teamwork abilities, which bring soft skills into the student's lives.