From bf464ffc49d62ff69b9a0bd0a95eb57b8921bfb6 Mon Sep 17 00:00:00 2001 From: kylienencetty Date: Wed, 17 Jan 2024 16:49:55 +0000 Subject: [PATCH] Edited online --- Module Two Team Project Plan.md | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/Module Two Team Project Plan.md b/Module Two Team Project Plan.md index 567cfa0..92ebce4 100644 --- a/Module Two Team Project Plan.md +++ b/Module Two Team Project Plan.md @@ -33,7 +33,7 @@ 4. Capillaries * Fleshy tunnels that the player will need to crawl through. (**Group decision**). ----------------------------------------------------------------------------------------------------------------- -**## Brainstorm on content based on the preferred scenario in the design document: ##** +## **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**). @@ -55,4 +55,33 @@ * 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 +* There will be pools of acid throughout the environment that cause damage over time to the player if entered (**Brigitte Rollain**). + +**Pick-ups:** + +* Can be most easily created to look like icons (**Jenji Sayre**). + +**UI/HUD:** + +* The coloration of the information on the HUD should be something that contrasts with the environment for better visibility, but still fits with the theme, such as yellow or green (**Jenji Sayre**). + +* Two counters should be displayed. One shows how many viruses have been destroyed by the player, and one shows how many viruses are currently on the map (**Group decision**). + +* Health bar (G**roup decision**). + +* Icons will be visible to show which type of virus sample the player has obtained (**Kylie Nencetty**). + * The icons can change to having a gold border around them after their corresponding vaccine has been created to signify that the player can now destroy the specified virus type (**Jenji Sayre**). + +* Each vaccine will serve as its own unique type of ‘ammo’ that can be shot at a virus. (**Group decision**). Therefore, there will need to be an indication of which vaccine, or ammo, is currently selected by the player and loaded into the syringe (**Daniel Noel**). + + * Note that the player will need to be in close proximity to the virus to actually destroy it with the equipped vaccine (**Group decision**). + +* Will need a start menu with instructions for playing the game (**Group decision**). + +* Objective list that updates with the player’s actions (**Joe Rafferty, Daniel Noel**). + + * For example, an objective that says ‘Virus Samples Collected (0/3)’ will update as the player collects the necessary samples to create vaccines (**Brigitte Rollain**). + +* A variation of a game over screen will display depending on end-of-game conditions, such as the player losing all health or completing all objectives (Kylie Nencetty). + +* A mini-map of the environment can be created which shows each room from a top-down point of view (Daniel Noel). \ No newline at end of file