Checklist of stuff to be complete today...
Theme
Steam-punk? Sci-fi? Alternate history?
Sci-Fi. Holographic feel.
Style
Cel-shading style – Outline or no outline? Detailed textures or simple ones? Borderlands/Team fortress 2/Bleach? Saturated or diluted? High contrast? (mirror’s edge or gears of war?)
Toon shading. Textures are simple like team fortress 2. Color tones to be not limited.
Number of locations/levels
3 levels with different themes? What are the themes? Forest? Factory? Second half of game?
To be discussed.
Characters
Name? Colours? Personality? Characters back story? How did they end up there? Finalize on character skills. Waveform for water character?
Spunky.
Hologram change outlook of character. Return to steampunk when hologram fails.
Enemies
How many types? What are the unique skillset for each type? Climb on walls? Resistance to fire?
- Box tank. (stationary, disguise itself as a box, will be transformed into a box when compromise. Corpse can be used to solve puzzles (act as cube))
- Swarm enemies (come together as a group, will be bunched up and easy to kill)
- Aerial enemies. (transformed from a security camera).
- Disguised as normal critter in first half of game.
- Stealth enemy (invisible)
- Underground enemies (circuit board influence)
- Powerful but dumb (simple minded. Eg heat seeking and will attack anything with a heat signature.) + compliment with another enemy type that shoots fire (water character hv to extinguish allies)
Boss
- Tetris monster
- Wall monster (surprise the players and come back often) (doesn’t get killed on the spot.)
- Parasite. (distrupts HUD and semi-take control of u)
Screen Flow
How the menu links to each other? Intro screen? Menu screen? Options?
Back story
Diary for the scientist? (can show in blackbox web) Experiment/Lab original purpose?
To be discussed.
Plot elements
Plot elements in game? Intro, plot twist and ending only? Tetris boss? Do we have other climatic sequence in the middle? (I think we need something significant like a landmark/climax/objective in each level. Makes it more interesting) (an idea that I have just thought of: make it something like left 4 dead for first part of the game – have an objective they have to get to in each of the level – repair something or complete something. Player think levels are not linked as they hv different themes and objectives in the first 3 level, but found out they are in hologram and objectives is to test their abilities.) (chance to break fourth wall here – have a “ending” screen at each of the level, showing the team progress. Plot twist level will have the ending screen glitch up, and player realize they are in hologram. Give play illusion that they are playing separate levels at the start.) – just an idea that I have thought up.
UI
Menu and HUD styles? What do we need to show? Red overlay on screen when taking damage from turrets? Only energy bar and crosshair in normal puzzle maps?
HUD is high tech, will change when player is heading back.
Control system
What is needed and what is not? Feign death and dodge is removed. Taunts? Audio commands? Any other commands beside the mouse clicks and shift?
WASD Mouse Shift Space C Y
Help system
Do we need a help system to prompt player the correct direction in case they are stuck?
Compass.
Stuff to be done…
- Menu / HUD overhaul
- Storyboard
- Finalize of tutorial level
- Powerpoint slides
- Particles for fire