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4. Capillaries
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4. Capillaries
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* Fleshy tunnels that the player will need to crawl through. (**Group decision**).
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* Fleshy tunnels that the player will need to crawl through. (**Group decision**).
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**## Brainstorm on content based on the preferred scenario in the design document: ##**
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## **Brainstorm on content based on the preferred scenario in the design document:** ##
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**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**).
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**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**).
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* These platforms may be created with the use of splines (**Brigitte Rollain**).
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* These platforms may be created with the use of splines (**Brigitte Rollain**).
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* There will be pools of acid throughout the environment that cause damage over time to the player if entered (**Brigitte Rollain**).
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* There will be pools of acid throughout the environment that cause damage over time to the player if entered (**Brigitte Rollain**).
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**Pick-ups:**
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* Can be most easily created to look like icons (**Jenji Sayre**).
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**UI/HUD:**
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* 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**).
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* 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**).
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* Health bar (G**roup decision**).
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* Icons will be visible to show which type of virus sample the player has obtained (**Kylie Nencetty**).
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* 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**).
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* 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**).
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* Note that the player will need to be in close proximity to the virus to actually destroy it with the equipped vaccine (**Group decision**).
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* Will need a start menu with instructions for playing the game (**Group decision**).
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* Objective list that updates with the player’s actions (**Joe Rafferty, Daniel Noel**).
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* 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**).
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* 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).
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* A mini-map of the environment can be created which shows each room from a top-down point of view (Daniel Noel).
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