-
Notifications
You must be signed in to change notification settings - Fork 0
Scope
tobyamiel edited this page May 2, 2021
·
3 revisions
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.
- Gliding: After jumping off an overhang the player will be able to glide slowly.
- 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 allow faster movement back to the King Koala.
-
Item interaction
- Picking up food: Players will be able to find food around the world and pick it up, storing it in their cheeks at first. Once enough food has been collected they can turn into a ball form and return it to the King Koala.
- Spitting out food: Players will be able to spit their collected food out in order to change back from ball form 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.
- Dogs: Along with humans there will also be dogs being walked in the park and at some houses. Dogs will have an aggro range that if they detected the player they will start to bark and try to chase the player.
Multiple zones: The game is designed to take place over three large zones: The Suburb, The Farm, and The Supermarket. However, due to time restraints we will focus on perfecting The Suburb, and if time permits we will develop the others.
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]