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Scope
tobyamiel edited this page Aug 22, 2021
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Mouse + keyboard and controller support: The game will allow for the players choice of input device between controller or mouse and keyboard.
Intro sequence: A comic strip or a sequence of images to provide context and story.
Mechanics
- Jumping: The player will be able to jump from and onto objects around the world.
- Climbing: The player will be able to climb most large objects (trees, walls, fences, etc.) within the game, with some slippery unclimbable surfaces to avoid sequence-breaking.
- Rolling: Once the player has collected enough food they will be able (swap or not) to turn into a ball and gain speed when moving, intended to give the player catharsis by moving quickly through areas they just struggled with as a squirrel.
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Item interaction
- Picking up food: Players will be able to find food around the world with the ability to pick it up.
- Spitting out food: Players will be able to spit their collected food out in order to move faster or to store it for later collection. However, if a human sees food that is out of place they will attempt to throw it out or put it back to its original location.
NPCs
- Humans: There will be humans in the park and their houses, each human will have a different reaction towards the player. Humans in their houses will try to shoo out the player. Some humans in the park will behave differently, some will be scared and run away, some will attempt to give the player some food and others will be indifferent.
The Summit: The ending of the game will be a climactic roll back down the mountain through each area, with unique music and likely accompanied with credits.
Gliding: After jumping off an overhang the player will be able to glide slowly.
Organisation
- Team
- Platform
- Intended Audience
- The Schedule
- Process
- Software
- Scope
- References
- Risk Assessment
- Testing
Narrative
The Machinery
- Design Pillars
- The Loop
- Movement and Player Abilities
- Fast Travel
- Camera
- Controls
- Objectives
- NPCs
- Food
- Save and Load
- Music and Ambience
- Respawning
- Layers
- NPC Interaction
Level Designs
Aesthetic
Animation
User Interface
Research
- Alert Behaviour
- Investigative Behaviour
- Play Behaviour
- Grooming Behaviour
- Foraging Behaviour
- Caching Behaviour
Level Designs [Legacy]