Game Mechanics
🎮 Core Gameplay Systems
Primary Mechanics
[Mechanic Name 1]
Description: [Detailed explanation of the core mechanic]
- Input Method: [e.g., Mouse click, Keyboard, Controller button]
- Feedback: [e.g., Visual, Audio, Haptic]
- Frequency: [e.g., Continuous, On-demand, Timed]
- Difficulty Curve: [How it becomes more challenging over time]
[Mechanic Name 2]
Description: [Another core gameplay element]
- Input Method: [Input required]
- Feedback: [Player feedback]
- Frequency: [When it occurs]
- Difficulty Curve: [Progression complexity]
[Mechanic Name 3]
Description: [Third core mechanic]
- Input Method: [Input required]
- Feedback: [Player feedback]
- Frequency: [When it occurs]
- Difficulty Curve: [Progression complexity]
Secondary Mechanics
[Secondary Mechanic 1]
Description: [Supporting gameplay element]
- Purpose: [Why it exists]
- Integration: [How it connects to core mechanics]
[Secondary Mechanic 2]
Description: [Another supporting element]
- Purpose: [Why it exists]
- Integration: [How it connects to core mechanics]
🎯 Player Actions
Basic Actions
| Action | Input | Description | Cooldown | Energy Cost |
|---|---|---|---|---|
| Move | WASD/Arrow Keys | Player movement | None | None |
| Interact | E/Click | Interact with objects | None | None |
| Jump | Space | Jump action | None | None |
| [Action] | [Key] | [Description] | [Time] | [Cost] |
Advanced Actions
| Action | Input | Description | Requirements | Limitations |
|---|---|---|---|---|
| [Advanced Action] | [Key Combo] | [Description] | [Prerequisites] | [Restrictions] |
| [Special Move] | [Input] | [Description] | [Requirements] | [Cooldowns] |
🎲 Game Systems
Progression System
- Experience Points: [How players gain XP]
- Leveling: [What happens when leveling up]
- Skill Trees: [Available upgrades and abilities]
- Unlocks: [What becomes available over time]
Resource Management
- Primary Resource: [e.g., Health, Energy, Currency]
- Maximum: [e.g., 100 HP]
- Regeneration: [e.g., 1 HP per second]
- Consumption: [e.g., 10 HP per action]
- Secondary Resources: [Other important resources]
Inventory System
- Capacity: [e.g., 20 slots]
- Item Types: [e.g., Weapons, Consumables, Key Items]
- Stacking: [e.g., Consumables stack to 99]
- Sorting: [e.g., Auto-sort by type]
🎪 Game Modes
Single Player
- Story Mode: [Main campaign experience]
- Challenge Mode: [Specific challenges or puzzles]
- Exploration Mode: [Free exploration without objectives]
Multiplayer (if applicable)
- Cooperative: [How players work together]
- Competitive: [How players compete]
- Player Count: [e.g., 2-4 players]
🎮 Controls & Input
PC Controls
Movement: WASD or Arrow Keys
Camera: Mouse
Interact: E or Left Click
Jump: Space
Sprint: Left Shift
Crouch: Left Ctrl
Menu: Escape
Inventory: TabConsole Controls
Movement: Left Stick
Camera: Right Stick
Interact: A/X
Jump: B/Circle
Sprint: Left Trigger
Crouch: Right Trigger
Menu: Start/Options
Inventory: Select/ShareMobile Controls (if applicable)
- Touch Controls: [Virtual buttons, gestures]
- Gyroscope: [Motion controls if used]
- Haptic Feedback: [Vibration patterns]
🎯 Difficulty & Balance
Difficulty Levels
- Easy: [Modifications for easier gameplay]
- Normal: [Standard difficulty]
- Hard: [Increased challenge]
- Expert: [Maximum difficulty]
Dynamic Difficulty
- Adaptive AI: [How AI adjusts to player skill]
- Scaling: [How challenges scale with player progress]
- Assistance: [Help systems for struggling players]
🏆 Scoring & Progression
Scoring System
- Points: [How points are earned]
- Multipliers: [How to increase score]
- Bonuses: [Special scoring opportunities]
- Leaderboards: [Competitive scoring]
Achievement System
- Categories: [e.g., Exploration, Combat, Collection]
- Requirements: [What unlocks achievements]
- Rewards: [What players get for achievements]
🔄 Game Flow
Session Structure
- Opening: [How each session begins]
- Warm-up: [Initial gameplay to get player engaged]
- Main Content: [Core gameplay experience]
- Climax: [Peak intensity or challenge]
- Resolution: [How sessions end]
- Rewards: [What players gain from completing sessions]
Save System
- Auto-save: [When the game saves automatically]
- Manual Save: [How players can save manually]
- Save Slots: [Number of save files available]
- Cloud Save: [Online save synchronization]
🎪 Special Mechanics
Unique Features
- [Feature Name]: [Description of what makes this special]
- [Feature Name]: [Another unique element]
- [Feature Name]: [Third distinctive feature]
Innovation Elements
- [Innovation]: [What's new or different about this game]
- [Innovation]: [Another innovative aspect]
🎮 Accessibility
Visual Accessibility
- Color Blind Support: [Colorblind-friendly design]
- Text Size: [Adjustable text scaling]
- High Contrast: [High contrast mode options]
Audio Accessibility
- Visual Audio: [Visual indicators for audio cues]
- Subtitles: [Text alternatives for audio]
- Audio Descriptions: [Narration for visual elements]
Motor Accessibility
- Remappable Controls: [Customizable input mapping]
- One-Handed Play: [Options for limited mobility]
- Timing Adjustments: [Flexible timing requirements]
🎯 Testing & Iteration
Playtesting Focus Areas
- Tutorial Effectiveness: [How well players learn the game]
- Difficulty Curve: [Appropriate challenge progression]
- Control Responsiveness: [Input lag and responsiveness]
- Fun Factor: [Engagement and enjoyment]
Metrics to Track
- Completion Rates: [How many players finish levels]
- Time to Complete: [Average session and total playtime]
- Death/Retry Rates: [How often players fail]
- Feature Usage: [Which mechanics players use most]
This document should be updated as mechanics are refined through playtesting and development.
