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gameplay_mechanics

Gameplay /Mechanics

The Goal

Tag Tournament is a multiplayer game, designed for 2 players using the same keyboard. The goal of the game is to conquer the female character - the girl - which will feel attracted to the one that has scored the most. Her decision is made when the game ends which may occur for one of the following reasons:

  • One of the players achieves the proposed objectives of the chosen game mode, which normally consists in achieving a specific score;
  • The time limit is reached, and one of the players is closer to the proposed objectives. If the time limit is reached, the player who is closer to the proposed objectives is chosen as the winner. If the players scores are tied at this moment, the time limit is extended by 1/3.

Before starting the game, it is possible to choose if such limits should be used and their value. They can be switched off in the game configuration menu.

Game configuration menu

Not all game modes can be point or time-oriented, so such choices may be disabled in this configuration menu.

Basic Gameplay


The players control two characters - Tom and Jon - which differ in their colors, but have the same abilities and properties. Playing the game consists in performing the following actions:

Player navigating in a room

Moving: The players are free to roam in the various levels. Player movement can only be made in four directions (up, down, left and right), and one block at the time (meaning the movement is not completely continuous, but has, in fact, discrete locations). Players are also only capable of walking, not running. Their movement is limited by the distribution of the level objects and npcs that may be in the way. Moving is important not only to perform the remaining actions in the right places, but also to run away from other pursuing characters, which may prove essential for survival.

Player tagging a desk

Tagging: Tagging is the main action of the game and consists in drawing a graffiti of a heart holding the name of the corresponding player and girl. Tagging can only be done at specific spots, which are commonly desks, counters or other platforms. Tagging takes a certain amount of time, according to the specified difficulty, during the which the player has to stand still and is therefore vulnerable. While tagging, a progress bar is displayed, giving feedback on the tag completion value. Also the graffiti will become more opaque. The action of tagging can be interrupted, in order to flee, dodge or attend other matters. During this time, the achieved tag completion value will drain progressively until it returns to zero or until the tagging is resumed by the same player. Completing a tag has, in most game modes, both a positive effect on health and score. The score increase depends on the game mode and is associated to the type of spot. For example, tagging a teacher desk gives more points than a normal student desk. On the other hand, finishing the graffiti also restores the player's health by a small amount, determined by the difficulty level. Tagging a desk is generally not well accepted by the remaining npcs in the room. This depends on the both and the npc and the spot, but can trigger some negative reaction which might end in the player's loss of health. This reaction occurs usually right immediately after starting the tag, but may not always be easy to spot due to the Npcs' constant wandering movements.

Player cleaning an opponents desk



Cleaning: Cleaning is the opposite action of tagging. It consists in removing the tag of the opponent player from a table, making him lose its points and providing space for the player's own tag to be drawn. Cleaning also takes its time, which is the same as for tagging and also depends on the difficulty level. This action can also be interrupted and resumed, during the which there is also a recovery, but inversely, restoring the original opponent's tag. Unlike tagging, there are no negative reactions from npcs due to tag cleans.




Player throwing a chair


Fighting: The competition between the players is further stimulated through their ability to interact with level objects. Each player character is able to pickup certain objects in the world and throw it against the opposing player. When hit by such an object, a player will lose health and fall to the ground. Health is an important measure to consider, since it forces the player to faint which, among other possible negative consequences, immobilizes the player (a duration based on the chosen difficulty), giving an advantage to the opponent player.
An important aspect to consider while throwing objects is that, when launched, they will fly straight ahead and cannot be controlled. This can end up having negative reactions from some npcs, if they are hit by such an object.
Objects will be destroyed as soon as they hit a player,npc or some kind of decoration (such as wall and desks). After being destroyed, they will respawn after a while.

Many other aspects also determine the development and outcome of the game, such as:

  • Difficulty: Depending on the level of difficulty, a greater challenge may be presented, since it affects these various actions (speed, duration, time…)
  • Level object arrangement: A different disposition of the objects can provide a different gaming experience.
  • Npcs: React to some of the players' actions and, in general, make their actions more difficult
  • Powerups: Provide some kind of advantage to its holder, either by providing a positive effect to him or negative to the opponent
  • Food items: Randomly dropped by one npc and causes the players to slip, fall and lose some health, besides resulting in some time loss.

Game Setting

Each game level is played in a different school setting, each with different objects, arrangements and characters. They can be classrooms, labs, canteens, etc, following always a pattern and containing some aspects in common (tables, chairs, a blackboard, doors,etc).

Achieving the Goal

When the game finishes, the girl will enter the room and to reward the winning player with a kiss, and a a heart will the corresponding player color will show up.

Game ending with the blue player victory

Game Flow

Tag Tournament is, as the name suggests, a tournament-oriented game. By “tournament” is meant a set of games, being the ultimate winner the one with most game/round victories. When a tournament is started, multiple game instances are played, each on a different level/map, according to the available ones. A tournament has the same objectives, limits and difficulty for each of the played maps. The outcome of a game does not affect the following in any positive or negative way for any of the players.

Game configuration menu showing the tournament option


It is also possible to play one level at the time, if desired. This is called “practice mode”. When this options is chosen in the menu displayed the the above figure, a map menu is presented for the users to chose from.

Map choice menu
gameplay_mechanics.txt · Last modified: 2019/10/22 19:35 (external edit)