Maze Complexity Rubric -------------Feature Enemies: Static Description Complexity Score Enemies exist, but do not move. They hurt the player if the player is in contact with them [1] [2] Enemy moves back and forth, patrolling an area Dynamic Enemies move around. There can be a variety of ways they can do this, each having its own complexity score. [3] Enemy follows a predefined path, or switches movement either randomly or when a condition is met (“switch directions after 1 minute”) [4] There is some design/intelligence behind the enemy’s movement, such as having awareness of how far away the player is, or chasing the player. [2] Enemy fires a projectile that propagates along a straight line, and disappears when it collides with a wall, door, or other such obstacle. The player is killed if this projectile collides with him. Shooting Ability Enemies fire projectiles which damage or kill the player. [4] Enemy fires projectiles that follow interesting patterns, such as a sine wave, or these projectiles ricochet along the walls. [+1] Player’s collision with a projectile or melee attack does not result in instant death, but rather damage that can be sustained up until a point (ex: hit points, 3 hits to die, etc.) Obstacles: Lock and Key Parts of the maze are blocked by locks or doors that can only be opened when the corresponding key is obtained. Hole and Boulder Holes are impassable cells in the maze, but become passable when a boulder is pushed into them, causing them to fill up. Explosives Explosives can be detonated to change the level by blowing up walls, doors, other obstacles, and even enemies. [1] There is one key system for the whole level (ex: collecting all diamonds opens any locks that exist in the level) [3] Different doors can be opened by their different, corresponding keys. (Ex: the red key is needed to open the red door, while the blue key is needed to open the blue door) [3] Boulders can be moved by being pushed. If the player is behind the boulder, and moves towards it, the boulder moves in that direction as well. Boulders do not move if they are being pushed into a wall, door, or other such obstacle. Once the boulder collides with the hole, the boulder disappears and the hole is now full. [2] Detonation works correctly; all objects in blast radius are blown up and removed from the level. [3] Timing of detonation is critical; if the explosive is detonated at the right time, extra effects occurs (ex: wait for enemy to get near to explosive, then detonate to get rid of enemy) [2] 1 Way Paths exist in the game 1 Way Paths Certain cells move the player automatically in a particular direction [3] Movement on 1 Way Paths is time critical – staying on one for too long could result in danger. (ex: Path leads directly into enemy; if player does not escape, he will die) Special Areas Traps [3] These tiles look different, and movement on these tiles is There are tiles of the maze which different than normal tiles. (ex: emulate physical properties Ice tiles cause the player to slide, sand tiles cause the player to move slowly) Objects that damage or hamper the player if the player comes in contact with them [2] Traps kill the player instantly such as a set of spikes, or a bottomless pit. [2] Gate warps player automatically to another gate in the level. Warp Gates Teleport the player from one location to another [4] There are multiple gates in the level, and the player can choose which gate to warp to (ex: by clicking on it) [2] Reasonable time limit exists, and the remaining time is displayed to the player. Time Limit Level must be completed by a certain time limit, or player dies. [3] Something in the level changes with respect to countdown. (ex: clock ticking starts playing when there are 5 seconds left, or monsters start moving 10 seconds after the level has loaded) Resources: [1] Every object has the same point value Score Objects Objects increase score when collected Time Extend Objects Objects increase time remaining if time limit system is being used [2] Different objects have different point values, and are visually differentiable [1] Examples include: Sword, Bow, Gun Offensive Abilities Defensive Abilities Movement Abilities Player has the ability to damage enemies Player has a defensive buff or ability for protection These abilities grant the player positive effects for movement [2] Player can do this from the beginning of the level [3] Player can only do this when a certain object is collected. This ability then lasts for a definite period of time or number of uses. Examples include: Shield, Block, Reflective Shield [2] Player has this from the beginning of the level [3] Player can only use this when a certain object is collected. This ability then lasts for a definite period of time or number of uses. Examples include: Speed boost, move through wall, lunging ability [2] Player can only use this when a certain object is collected. This ability then lasts for a definite period of time or number of uses.