From Gameplay To Game Mechanics

As I work on my design documents for Fadunn, I have been faced with the overwhelming part of listing the Game Mechanics. Even a small puzzle game like Fadunn can have quite a few mechanics to implement, so the question of "where do I even start??" can be a big blocking point. But having this list of mechanics is super important to have plan out and prioritise the devlopment of the game! As I was trying to define what my next milestone would include, this lack of visibility was an issue I needed to tackle.

I ended up with a 3 step method to make the list:

  1. Detailed Gameplay sequence
  2. Detailed Game Mechanics list for each gameplay step
  3. Select Game Mechanics for the milestone

It took some times, but it was a lot less overwhelming than trying to just list the game mechanics from memory! It also helped me see how the elements of my game interact with each other, and started a lot of thoughts about how the Player will interact with the game, thus leading to a first view on what accessibility options I would like to have if I was playing it myself. It will also be a great document to share with other people with different sensibilities who will be able to point out accessibility concerns that I didn't catch myself.

Below is the entire document I wrote while following this process, I share it in the hope that it will help someone else in going through this process.


Fadunn Milestones

Extract from the GDD:

Fadunn is a puzzle game inspired by Factory and automation games, where the player is an alchemist trying to progress through a dungeon by manipulating the Essence of things (aka: hexagonal Shapes made of 2 concentric circles of 6 parts each) with their alembics.

The game is made of a series of rooms locked by an alchemical seal that needs a specific shape to be broken. Each rooms has a various amount of basic shapes available. The player needs to build alembics connected by pipes to move, manipulate, and combine those base shapes to create a more complex one that matches the seal and progress further into the dungeon.

1 Detailed gameplay sequence

Extract from the GDD:

The core loop of the game would be:

Sometimes, the player will need to go back to previous room to unlock different doors and/or change the alembic pipeline to provide different resource elsewhere.

Here’s what a detailed game session could look like:

2: list of mechanics

Let’s use the detailed game session to define the different mechanics needed.

- Boot the game → splash screen → main menu - Click “Continue” → launch most recent save → open room (let’s suppose it’s a new room)

- inspect Lock Nodes (Lock Nodes are the place where the player must bring a specified Shape to unlock a specific Door) - inspect Shape Nodes.

- Build Shape Extractor on the Nodes to use

- Select an alembic to build, point toward the place to put it, rotate it once or twice, then validate to create the alembic.

- Select the straight pipe tool. Connect 2 Shape Nodes to the alembic.

- Preview the product of the alembic

→ Same tool as inspecting the Locks and Shape Node at the beginning to see the Shape at strategic points. In the case of Alembics, the player can choose to show the Shapes at the entrance and/or exit of each Alembic.

- Select the rotate tool. Place rotating section on the straight pipe.

- Build a pipe between the last alembic and the Lock Node. Validate the pipeline → unlock the door the next room

- Move to the next room. Check Locks and Shapes

→ Let’s suppose this room doesn’t have the required base Shape to match the Lock - Check for Bridges (Bridges are special Pipes that allow to move a Shape between two adjacent rooms)

3: milestone 1

Fadunn 0.2:

A rebuild of Fadunn 0.1 in 3D.

Mechanics to include:

Buildings to implement:

Content:

Tutorial improved from Fadunn 0.1 to better explain the forks of pipes and how the alembics work.

Graphics: