![prototype 3 gameplay prototype 3 gameplay](https://www.techulator.com/attachments/Resources/7352-113825-prototype.jpg)
Braver players ,who are able to survive a few seconds until the energy returns, score more points. This, I feel, enhanced the banking mechanic as well because the player was now given another incentive to deposit early (instead of saving up for a larger pay-out). Once energy is taken from the orb, it deactivates for a few seconds* before more energy can be taken from it. I found that it was a bit too easy for a poacher to swirl around the energy source and just steal all the energy so I put a time delay into place. However, if you take any damage at all (including hitting your own tail) the energy pops out of your ship and becomes an energy orb again that an enemy can now steal. You score much higher if you have drained the orb completely and are delivering all its energy at once to the port. The banking concept, as described in the Pig section, above, comes into play in the following way: The more energy you absorb BEFORE delivering it to the port, the higher your score will be. Once the final load is removed, it disappears and once that load is delivered, the round ends and a new round begins. As energy is removed from the orb, it will get smaller and smaller. Now you can deliver it back to your home port (the one the same color as your ship). Fly your ship over that and it will siphon some energy from the orb. If you have played the latest prototype you will notice a glowing green energy orb. Could I add banking to Hauler? The Solution: Space Banking! Seeing it on its own, made me realize how powerful the concept could be. I've used this banking concept in all the games I worked on but it was always buried and made more complex by its interactions to other gameplay systems. When you play such a simple game, it lets you really focus on the gameplay mechanic and how different player types interact with it.
![prototype 3 gameplay prototype 3 gameplay](https://1.bp.blogspot.com/-j9fFyuSXngc/YDJyXvxAsyI/AAAAAAAALOw/fCoRxYbe2HkkXOPc6qSuF8JeGTf5j3k-gCNcBGAsYHQ/s2048/Prototype%2B2%2B2021.02.21%2B-%2B18.11.25.04.00_00_03_03.Still002.jpg)
Others just kept rolling and rolling and rolling and never banked (these kids never won). Some of them set turn totals that they aimed towards and once they were reached, they banked. They might see me gamble and win and then on the next turn all the kids really gamble.
![prototype 3 gameplay prototype 3 gameplay](https://theinfonews.com/wp-content/uploads/2019/01/prototype-3-700x395.jpg)
It was fascinating to watch them evolve various strategies. I even entertained my nephews and nieces one afternoon by playing it with them. I always carry dice with me now so we can play the game while waiting in restaurants and the like the kids really enjoy it. So the strategy involves knowing when to bank a turn score. However, if the player rolls a 1, they lose their current turn score. The first with a total score of 100 or more, wins. At any time they can stop rolling the die and "bank" their score. Players take turns rolling the die and accumulating a turn score. This is a simple game involving a single die. Along the way I started playing some dice games with my kids. Given the limited amount of time I had to work on Hauler each month I had plenty of time between sprints to consider my options. Now logically there was no reason I couldn't just discard the idea but I thought the trails had the potential to add fun and flavor to the gameplay mechanic I selected. As much as possible I wanted to stick with all gameplay happening on a single screen.Īdditionally I added another constraint: I wanted to make use of the trails. Really strayed from my original objectives.ī. We have this to a degree with the existing powerup system, but an expansion of that across a map of some kind could be a possible solution.Ī. A non-combat element might be used that encourages the player to fly around and compete with the other player, in regards to finding point-based items. Players could compete for the most kills. I could add enemy ships and utilize a hunt-and-destroy mechanic (or a "survive the onslaught" mechanic). At this point I could have moved in any direction. What I needed was something interesting for the ships to do. But I noted that these incentives were hardly sufficient (or fun) on their own. Overall, adding a point/scoring system in the last prototype provided some incentives for players to play. The components of the game remain similar to the previous prototype (placeholder-art spaceships with deadly trails) but the core gameplay mechanic has evolved changed completely.