Design Document
Factor Master » Devlog
Learning goal:
Given a list of numbers, players should be able to identify which numbers are factors of one another.
Level design
Level 1:
Things learnt:
- Math Education:
- 2 is a factor of 6.
- 6 / 2 = 3
- Gameplay:
- Drag the mouse to group tiles together
- The remaining factor is left
Level 2:
Things learnt:
- Math Education:
- 2, 3 are factors of 6.
- 6 = 2 * 3
- Gameplay:
- You can group more than two tiles together
- When the remaining factor is 1, the tile disappears
Notes:
- It is impossible to softlock at this level. Choosing not to follow instructions and factoring only two numbers will still let you finish the level by factoring the others.
Level 3:
Things learnt:
- Math Education:
- 2 is a factor of 6
- 3, 5 are factors of 15
- Gameplay:
- Tiles will fall if there is nothing under
- You can’t select everything to clear the level
Notes:
- It is impossible to softlock at this level.
- The only valid first step is grouping the 6 and 2 together. This lets the player know that you can’t select everything to win the level (not that you can select everything since it is in a T shape)
- I was hoping that players would recognize the 6 and 2 from the previous levels. Students that do not understand factoring well may not understand that selecting everything does not work, but may remember that grouping the 6 and 2 together worked at a precious level and thus will work here as well. Once players get past that, any move is valid.
- This is the last real tutorial level for how to actually play the game, the rest of the tutorials are there to reinforce the player’s understanding of playing the game.
Communication:
- How will you provide feedback to the player?
- See “How will the player know when they’re doing things right or wrong?”
- How will the player know what to do / how to do it?
- A series of tutorial levels will teach the player how to play the game. These tutorial levels would each teach a new concept, and allow players to use what they have learnt to clear a level.
- For the first few levels, alongside a text explaining what to do, there will be an animation showing the player where they should drag with their mouse pointer to clear the level.
- How will the player know when they’re doing things right or wrong?
- When the player correctly groups numbers together such that the largest number can be factorized by the remaining numbers, the tiles will disappear showing the player that they have correctly identified the factors. When the player makes an incorrect grouping, the number tiles will shake and momentarily gain a red tint to indicate that something is incorrect.
Aesthetics:
- What characters will you have (if any)?
- There will be no characters in this game.
- If time allows, I would like to add a character to accompany the player throughout the tutorial, and perhaps provide feedback when the player is stuck.
- What is the context / aesthetic that you’re using for this game?
- The aesthetic will be inspired by 2048 and Candy Crush.
- Polishing
- When the tiles are grouped correctly, all the tiles will move towards the largest number in the group. The movement will be non-linear (I hate linear interpolation with a passion), and the tiles will accelerate and decelerate (acceleration will be linear so velocity will be parabolic). While moving the tiles will slightly rotate in the direction that they are moving in.
- Particle effects when the tiles merge and reduce the largest number?
- When the tiles are grouped incorrectly the tiles will shake (rotationally) and be tinted red momentarily
- SFX - I will find funny sounds online and see which one feels like it fits once the game is complete
- Combos
- When you group 4 tiles together there should be a combo effect
- Special number tiles
- Special number tiles that when used as a factor, clear out a whole row or all tiles nearby (explosion?)
- Should these randomly spawn? Should it be a combo effect?
- When the tiles are grouped correctly, all the tiles will move towards the largest number in the group. The movement will be non-linear (I hate linear interpolation with a passion), and the tiles will accelerate and decelerate (acceleration will be linear so velocity will be parabolic). While moving the tiles will slightly rotate in the direction that they are moving in.
Development plan:
June 10: ROP Meeting
June 11:
June 12: Finish software design planning
June 13:
June 14: Finish “barebones” project (infinity mode)
June 15:
June 16: Finish first few tutorial levels
June 17: ROP Meeting
June 18:
June 19: Finish UI for selecting level
June 20:
June 21: Add all tutorial levels
June 22:
June 23: Finish aesthetics / QOL / additional effects
June 24: ROP Meeting
Factor Master
Status | In development |
Author | hanmin |
Genre | Educational |
More posts
- Final Feature before completionAug 15, 2022
- Sounds, graphics, and logsAug 10, 2022
- Last Major Feature, barriers!Aug 02, 2022
- Refactoring, Details, Sound?Jul 26, 2022
- Powerups, tutorial levels, and more!Jul 26, 2022
- First look at the remade gameJul 12, 2022
- Level Selector, better animations, and more!Jul 12, 2022
- First update - StartingJun 03, 2022
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