The type of ammo and armor on your opponent determines where on their body you have to shoot them to inflict the most damage, creating meta gameplay. One way to set up design levers in Unity is with ScriptableObjects. These can be used as containers of data that are saved as assets and referenced from scripts without creating dependencies to other objects in a Scene.
You can create multiple ScriptableObject assets that hold different value sets that you can share and swap out to change entire sections of gameplay, similarly to presets.
For example, when prototyping a character, you can change the feel of the character by replacing the ScriptableObject asset with one holding a different set of values. This is a potential gateway into prototyping buffs and debuffs or connecting character selection to profiles.
You can create any number of new gun profiles and adjust their settings in Play Mode, where your changes are saved, all at once. You can also send these preset ScriptableObjects to and from your team members for their feedback, which is useful when you are trying to find the right feel for the gameplay.
In survival games, among other genres, a player expects a range of choices that result in logical and reasonable consequences, prompting them to come up with a solution to each challenge. How could you design a system so that both the challenges and solutions are to some degree a result of emergence? The player can stay near a fire to prevent the enemy from attacking.
The fire can also be used for cooking food and keeping players warm. However, if the fire gets too close to the player, food, or flammable objects, it will burn them. What kind of system is needed to create chain reactions like the one described above? You could just create a Volume for the player to stand in that gives them heat over time, or make a linear fire propagation as a system.
But why not approach it with a more system-centric designer lens? You want to compel the player to react in a situation that is the result of a chain reaction of individual fire-propagation systems colliding with one another and with other systems that exist in the game world.
You could have a system in which trees grow in a defined area of terrain around a pond over time. These trees will sprout, then grow until the space limit is reached. When they mature, the trees can be cut down and turned into wood, which, of course, is also flammable. The player can use this wood to construct items, such as a fancy wooden chair, or build a small campfire with it next to the pond to get warm and dry after a swim. But then what happens if you give the player the ability to light the campfire?
The flammable system on the wood is not complex, but if something is on fire, it emits heat in a radius, and if that heat value is over the limit for the nearby wooden item or tree, these things will catch fire too simple propagation. Thus the player, in lighting their campfire, has set fire to their nice wooden chair.
The player now has to grab the chair and throw it in the water to put out the fire, but while they do that, the campfire sets fire to the nearest tree, and now you have a forest fire on your hands. In this example, in Unity, you can create emergent possibilities by storing your design levers in a ScriptableObject placed on anything you want to catch fire.
In this example, the wood has a ScriptableObject on it with various values. With some supporting gameplay code, you can have one object next to another catching fire. You can store profiles of your prototypes and try wildly different setups until you find the breaking points, then clamp those values down with attributes. There is no design for fire being blocked by water, but if there is nothing flammable on the water, the fire will not spread if it can not reach the other side unless you add a new system.
This example of a fire propagation system provides various ways to create the same outcome by playing with the fuel, burn rate, and heat strength. When a tree reaches low health, it will have a high probability of falling. Now, when a burning tree reaches low health, it may fall, creating absolute chaos when left unmanaged by the player in an area of combustible objects.
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