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Knock Off: Coins and Power-Ups


In class, we have studied multiplayer game economies and have been encouraged to consider how this could be applied to our projects. In this regard, I devised a system which requires players to collect coins from around the level in order to purchase power-ups. This system allows us to guide opposing players towards the same areas, increasing conflict. It also provides a secondary objective for players to compete over. Coins can be be used to encourage risky player behaviour, making the game more fast-paced and exciting. I wrote a design document detailing my plans for this system and shared it with my team, here is the document in question:


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