So the team sat down and had a discussion about mechanics for level 1 and for the game in general .
Scoring
the points for each level are determined in a matrix
This is what we created for level 1. The main goal for the Kantian and the Utilitarian is to get to the minion. They are supposed to prioritize this over getting money, but there is nothing wrong with getting money so they still get points for that. The main goal for the Objectivist is to get the coins.
We want there to be a negative penalty for time after a set amount of seconds. The penalty would be worse for the objectivist, one of the goals of the objectivist is to move quickly.
Probably wont implement this in the first level, but definitely in other levels. It is difficult to make a decision about this before playtesting of the level has happened. More on this later.
After each level your score is evaluated and used to determine how many followers you get in the next level.
Minion Control
In each level the player is able to control themselves and each of their minions, however the player can only control one thing at a time. If the player chooses to only control the philosopher then that is his/her prerogative. The level ends when the philosopher goes through the goal door.
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