Thursday, March 8, 2012

game plan summary

    i post this summary here to remind us what is our goal and what we need to do also some detail for our game, and some stuff can put into our PPT as well.

first, we need decide our game name, we already have an option for it which is "push push" sounds Qty and perfectly told player what will happened in our game. if there is another name, post here then we can discuss.

then summary!
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i just list every thing here.
in our game, we will have, a start menu, it will extend to difficulty character select and high score.

the start menu we decide in uni is one character' back as background and game name at middle and a start button, a high score button.

then click start button, will show difficulty selection then after choose one of them whatever it is , will show character selection, for now 5 character needed, and it could be one for each of our group members.<---this is just idea we don't have to! 

then in the game we need a simple UI, a timer at top center a life bar and skill list bar at bottom center, also for the life bar we have an idea to use a staff present it and how many life is depends on which difficulty you choose, for example, if you choose easy mode then you will have 5 life and the staff is cut into 5 parts, middle mode will have 3 parts and hard mode only have a full long staff 1 life.

our game platform is a cylinder top. you can make it more "  " (the word i don't know how to say).

for skills we still using our original idea about push-back for our first, basic skill, and second skill i think the black whole idea is not good, and i want to use a "white whole" to instead it, it was create a whole and then the enemy will fall into the whole, but for now it just drag them together to a point. and i just ask you guys how about it? the third skill we planning have a blink skill can get away form the enemies, and the last skill is like make character'self is a center and do a AOE push back around the character.

and in this game there is no jump, no health bar, no kill.

for enemy, we try to make three type of them, one is strange, big, slow movement and a powerful melee snare skill.
second one is small body(not too small),move fast(if character movement is 1, it only can reach 1.2 maximum,other wise it will too fast, because this one will the most main enemy in this game)and one skill is a small melee range shock.
the last type enemy is looks like wizard,they have a skill is cast fire ball,and this skill will knock back player.

we will do character movement, push back mechanic, and we will force on the skills, and all AI script! here we are planning to make enemy climb up from the edge of the platform, and drop down from sky.

also the score system is needed, as Stife said we add combo system, like you push one enemy you will get one point, if you push 5 enemy you will get 5 points(at here we need discuss a better algorithm), and if the enemy drop down , then each enemy will give you 10 points

if there still have time we can do a day time and night time, at day time our character have a good view, but at night time we only can see a small area.

and about the platform will destroy by powerful skill and it will heal back we still need discuss it.

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and that's it!

free to edit, make our game better!


6 comments:

  1. it's so late, and i am so tired, if there is anything missing just comments then i will edit for later, cause we need to check this as our milestone! cheers! G'night!

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  2. People need to start thinking about how our character dies and what the enemy can do to the character, you have to remember that our character has no health and this is a non-violent game!

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  3. if character lose all life then just let character disappear, only a robe slowly falling to the ground. or the character just fall down from the platform. how do you think?

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  4. robe slowly falling could be hard to animate, we can just let the player disappaer respawn at a certain point.

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  5. I think the best way to do it is the character blows up into a puff of feathers (going on with the sleep theme)

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