My Designs for StopMotions Systems!

When making games it is important to keep interesting systems in mind. I created a few systems based on ideas on how I want my game to be. Sadly I haven’t made them in game yet due to time. Still I want to share these systems!

NOTE: these are some of the systems I’ve planned, not everything is done yet. I want to show what I’m capable off!

Level Design

There are 4 different types of levels in the game.

Levels need to serve a well balanced mix of the predetermined Game Loop**

HUB Level

The HUB level consists of preparations before the player enters another level. For example, a shop where the player can buy new swords.

This HUB is basically the Preparation Phase. It is here where the player will plan for their coming adventures. 

The shops in the game are

Adventure Levels

Adventure Levels is where the main story takes place. This is what is considered “The Main Game”. 

Players are able to use every sword/ability they have learned/collected in their journey. They are  able to

defeat enemies and parkour with their custom builds.

Adventure Levels consist of secret paths and treasures. Secret paths can lead to Skill Training Levels.

Adventure Levels let the mechanics of the player shine as much as possible. They are meant as “story driven playgrounds where players practice and explore”.

This level does contain Grading

Skill Training Levels

Skill Training Levels are unlocked by entering Secret Paths in Adventure Levels.

In these kinds of levels it is NOT allowed to use Time Stop.

The levels serve as a test before acquiring the skill. When a player has completed this level, the skill will be added to their Skill Library

This level does contain Grading

Arena Levels

Arena Levels are unlocked by Completing  Adventure Levels in the base game, and getting at least 2 A scores. 

These levels are big arenas that get bigger after each wave

When the player finishes this level, a Gold Rush will appear on a random Adventure Level. 

This level does contain Grading

Level Grading

When the player finishes a level, they will be graded based on their performance. The grading Tiers are 

S

A

B

C

D

F

The Grade is determined by the End Time, Deaths, Kills and Stamina Usage of the player. 


These grades will give the player a suited reward in Gold

S – 100 Gold

A – 50 Gold

B – 25 Gold

C – 15 Gold

D – 10 Gold

F – 0 Gold

This will give players a sense of progression, and it will be a nice reward for performing well or just playing a level for fun.

Gold Rush

A Gold Rush is an event that can occur to a level. This will change the drop rates and amounts of chests and enemies. The Level Grading results will also be multiplied by 1,5. 

When does a Gold Rush appear?

  • When the player finishes an Arena Level
  • Once every day
  • When bought in the HUB world

Gold Rushes are a nice random reward/daily quest for players to complete. 

Economy Design

A game needs Economy, We are no different. An economy is needed to set goals, punishments and rewards. 

Shops and Converters

Shops will be present in the HUB Level.

There will be 2 shops in the HUB level,


Machine Parts

Machine Parts are collected from enemies and debuff the player when in inventory.

When the player successfully claims one of these parts by completing a level with them. They are added to a global machine inventory. 

Players can use these parts to upgrade their base stats by trading in Machine Parts. Or they could sell them for Gold. 

Weapons Dealer

 

The player can buy different swords. From Blueprints They have collected by killing enemies. 

Players can also buy Gold versions of already owned swords. These are expensive skins, purely cosmetic.

Players can buy Gold Rushes as well. These are really expensive, but a player can select the level the Gold Rush will appear at.

Weapon Blueprints

Players can earn Weapon Blueprints by killing enemies. Weapon Blueprints are quite rare, but the player can use this blueprint to make a new Weapon with different stats.

Each level contains 1 to 3 different blueprints in the loot pool.  

All weapon blueprints have a Proto version, Proto versions are simply cosmetic color palette changes.

Progression Design

Progression in a Movement game needs to inspire creativity. The player needs to feel like they are growing with the main character. To do this we need to create a system where the player is in control and allowed to experiment with their systems.

Skills

Skills will be a way to reward the player, be it by completing a few waves of an Arena level, completing a Skill training level or simply finding the reward hidden in the level. 

Will be unlocked in different ways. Players will be extrinsically motivated to explore different areas of the game. For example;

 We will have combat skills obtainable by completing Arena Levels. By having the player complete a combat centric level to obtain more options for combat is a nice positive feedback loop which feels rewarding and refreshing towards the player. 

Movement skills will be obtainable by movement heavy levels. Players will be challenged on a mechanical level, while also being introduced to the new mechanic in an environment that is built around it. This therefore serves as a tutorial and a reward.

This extends about the plans I’ve made for StopMotion. I love creating systems for games and designing interesting interactions/events for the player to spend more time on in game!