Pattern Description:The pattern apply to games where the player has multiple inactive objects and active objects, and the player can switch out inactive objects. For example in Minecraft, the player can switch out items from inventory to hotbar; in Pokemon, the player can swap the active Pokemon with inactive ones. In these games, the designer may want to enforce the strategy of preparation before any encounter. The designer can then increase the cost to switch inside the encounter, where the cost can be a cool down, skip a turn, or even simply stop moving. The player then needs to consider the future and prepare the active item list for any possible encounter.

Play instruction: Players use the mouse to SWITCH the color of each orbital launcher to fight enemies. The player drags the color at the bottom of the screen to the orbital launcher to switch the color. Both the shooter and the enemy have colors from white to black. The shooter would shoot projectiles according to their color, and the projectile would deal damage to the enemy according to the similarity of their colors. Additionally, the background color of each track is constantly changing to hint at what color the future enemies of that track will be.

Link:https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2237

Doc link:https://docs.google.com/document/d/1Pup9y6yyNiDlmc40FhfTd7uYEKkDanzxWN6D8jD1dFM/...

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