diff --git a/Module Two Team Project Plan.md b/Module Two Team Project Plan.md index f693476..2f2f751 100644 --- a/Module Two Team Project Plan.md +++ b/Module Two Team Project Plan.md @@ -31,4 +31,20 @@ 3. Virus reproduction * Limit of 20 (**Group decision based on scenario guidelines**). 4. Capillaries - * Fleshy tunnels that the player will need to crawl through. (**Group decision**). \ No newline at end of file + * Fleshy tunnels that the player will need to crawl through. (**Group decision**). +----------------------------------------------------------------------------------------------------------------- +## Brainstorm on content based on the preferred scenario in the design document: ## + +**Theme:** The idea that the group ultimately chose for the theme of this game was inspired by a combination of a playspace in the game Wizard101 (**Jenji Sayre**) and a playspace in Zelda: Ocarina of Time (**Kylie Nencetty**). The game will take place inside a giant creature (**Brigitte Rollain, Jenji Sayre**), possibly a squid (**Jenji Sayre, Daniel Noel**). It was suggested that the landscape be built vertically to create a more interesting and diverse game (**Daniel Noel**). This means that the game could follow a vertical path which would require the player to climb up through it to advance. (**Daniel Noel**). + +**Viruses:** There will be 3 different-looking viruses, each type will have a different coloration from the others. +1. Floating amoeba (**Joe Rafferty, Jenji Sayre**). +2. Diamond-shaped creature that moves quickly (**Brigitte Rollain, Daniel Noel**). +3. Slow-moving blobby slime-like creature (**Kylie Nencetty**). + +**Rooms:** + * The rooms in the environment will look like the inside of the creature’s body, such as a heart chamber, stomach, etc. (**Kylie Nencetty**). + * The texture for the rooms can be created using sample textures in unreal and changing them to a reddish color and painting purples, whites, pinks, etc. over it (**Kylie Nencetty, Jenji Sayre**). + * There can be a room with platforms that are easy to cross, but after picking up the armor at the end of the room the platforms will begin to move and make backtracking more difficult (**Daniel Noel**). + * These platforms may be created with the use of splines (**Brigitte Rollain**). + * There will be pools of acid throughout the environment that cause damage over time to the player if entered (**Brigitte Rollain**). \ No newline at end of file