Creating Compelling Game Loops in Windwalker

Intro

The latest problem we’ve been trying to solve for in Windwalker has been to creating interesting gameplay loops with our current systems. As we begin to iron out combat, loot distribution, I’m forced to think deeper about how it will blend together. I began to reconsider our previous decision to transition from a simplistic 2d map to a more complex 3d style. We had to make a few adjustments with player movement, cameras, as well as do some level/env design.0 I wanted to be able to create interesting interactions for the player in a 3d space. I thought about creating a bigger world, where players might be able to interact with traveling NPCs, resources that spawn, pet taming, etc. The problem however was that this would set us back a few months, and we weren’t comfortable with creating good level/environment design.

Pen and Paper brainstorming session. excuse my handwriting
Pen and Paper brainstorming session. excuse my handwriting

Brainstorming Notes

Problem: No clear execution on gameplay loop, how do we create interesting gameplay loop with minimal dev work?

Primary Loop: Fight monsters -> upgrade gear/gain XP/advance classes.

Proposed Solution Update TownIsland scene to be a player hub with merchant NPC, Dungeon Master/Sensei.

Dungeon Master/Sensei: Triggers combat encounters for the player, can also consume player’s boss tokens to trigger a boss encounter. The DM/S will also sell Trial tokens for gold that place players in a random set of combat encounters with varied rewards like a sort of gauntlet style encounter.

Why this Solution? Minimum dev work in comparison to doing lots of level/env design. It solidifies the emphasis on combat as a core feature in WW.

Changing Boss Encounters

Up until now, boss encounters were rare encounters that the player had a chance of triggering. Now, they are triggered through the consumption of boss tokens through the newly proposed Dungeon Master. Boss Tokens can be found from killing monsters, rarely found in the NPC store, or purchased directly through the cash shop. In economy design, the difficulty in adding new systems is trying to gage the impact of the new system against all other existing systems. Luckily for us, we don’t have too many systems that will need adjusting.

Adding NPCs

Prior to writing this blog, we had 0 plans to include any NPCs. I created a way to interact with NPCs via a click, which triggers a dialogue popup. I found D’Dialogue on the Unity asset store, and am using it to handle the NPC dialogue in Windwalker.

Dialogue Example with the Mage Class Master
Dialogue Example with the Mage Class Master

What’s Next

I’ve been having fun playing around with the environment, I’ll be working to get it to a state where I’m happy with and then move over to ironing out the dungeon master interactions.

Merchant Area
Merchant Area