Objects, Attributes, and States
In looking at game mechanics, we are specifically looking at the objects that make up the game. Anything that can be controlled, that reacts to an event, has a position are objects.
In Kodu Game Lab, objects and bots and objects and are added to the game using the object tool. Objects are assigned a starting position upon creation.
Attributes are the settings or information about an object, these may include the colour, size and speed.
In Kodu Game Lab, settings can be set by the game designer but can’t be altered during the game. Some attributes like speed (eg fast, fast) can be altered programmably during the game but not to the extent that they can be by using their settings. An option is to make multiple objects with different settings as creatable objects and then create instances of the object as they are needed during the game.
Objects can be static, in that they don’t change during the game or they can have multiple states. Kodu Game Lab only allows an object to have states whereas other platforms may allow each attribute of an object to have various states.
Pages are the metaphor used by Kodu Game Lab to represent the various states of an object with an action triggering a change from one page to another. Object states are also determined by current circumstances of the object such as seeing, hearing or being close to another object. Sometimes it is appropriate to notify the player that the state of an object has changed by changing the colour of the object or by playing a sound but on other occasions it is not necessary to signal this to the player. Notifying the player of too many changes to the states of the objects may not always be desirable as it may lead to confusion or the feeling of being overwhelmed.
When planning the mechanics of a game be aware of:
The objects of your game.
The various attributes of the objects.
The various states of each object. Is the player to be notified when an object changes states?
Game play is determined by the mechanics of the game. Thinking about the objects and their attributes and states and how they influence each other is the most important part of a game.
I tend to be extremely task orientated, so looking at something from the “fun” aspect is very different for me. I looked at my week 2 redo “Disappearing Trees 2″ I have a lot of work to do on the fun aspect. I made the game to mainly build my skills and give me practice in maneuvering my Kudo around the game board. The only fun criteria I had was #4 “Challenge”but for someone with high skills wouldn’t necessarily find it challenging.