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Game Development Document
Cyborg_Ean edited this page Nov 26, 2018
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3 revisions
Synopsis:
Core game play is navigating vertical scrolling dungeon. The character can move omni-directional. As the character moves obstacles come down from the top of the screen. If the player collides with the wrong obstacle at the wrong time the character loses.
- User Starts App
- User is Shown Loading Screen
- User is displayed the main menu
- [Proposal] User can choose settings
- [Proposal] User can choose tutorial
- User Starts Game
- [Proposal] FTUE
- After User Loses they are shown the Game Over Screen
- [Proposal] User is displayed an end game bonus calculation
- [Proposal] User is displayed their score against a background
- User is returned to the main menu (repeat from #3)
- The player main character moves omni directional and is controlled via mouse/keyboard/touch.
- If the player is using touch the character moves toward the last position the player touched.
- If the player uses a mouse, the character should move towards the mouse position.
- If the player uses a keyboard the character should move in the corresponding direction of a left/right/up/down input.
- Get as high score as possible
- Collect color pickups to match block colors
- Collide with blocks of matching color
- Avoiding Colliding with blocks of mismatching color
- If the player collides with a block that is not a matching color of combined color slots
- Matching Full Blocks +25
- Matching Half Blocks +50
- Matching Quarter Blocks +100
- [Proposal] matching Color Beam +50
- [Proposal] color pickups + 10
- [Proposal] (survivalBonus * totalSecondsPlayed)
- [Proposal] ceil((matchingBlock.score * 0.10) * chainComboBonus)
- [Proposal] Matching Omni Full Blocks + 10
- [Proposal] Matching Omni Half Blocks + 25
- [Proposal] Matching Omni Quarter Blocks +50
- Blocks
- must have if matching color to collide
- if color isn’t matching in collision event then the game is over
- Color Pickups
- Can collide with at any time
- In collision event must be added in current color slot
- [proposal] increases torchLight size
- [proposal] low score bonus on collision
- Color Beam
- has no choice but to collide
- [proposal] if color is matching than score bonus
- [proposal] only effects combo chain if it’s matching
- Color Slots
- holds 2 colors. The combined value of this color will compared to on coming blocks.
- the slot with the arrow pointing to it will be the slot that adopts the next color pickup
- Score Text
- displays the score
- Next Text
- displays the color of the upcoming Full Block
- Full Block
- low score bonus
- covers full horizontal screen
- should always be the current color in “NEXT” UI
- Half Block
- medium score bonus
- covers half horizontal screen
- Quarter Block
- large score bonus
- covers a quarter of horizontal screen
- game difficulty
- 3 default difficulties
- easy default scrollSpeed * 0.75;
- medium default scroolSpeed * 1 (no modifier)
- hard default difficulty scrollSpeed * 1.25
- difficulty effects the scrollSpeed
- every 10 seconds the speed increases
- 3 default difficulties
- scrollSpeed
- should gradually increase as time goes on
- torchLight
- the source light that enables player to view game stage
- should increase in size as time goes on or [proposal] when the player picks up a color pickup.
- helps player see dungeon better, aiding decision making
- darkness
- at this point in time it’s assumed without the torchLight, the stage is pitch black