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The uses the movement keys to direct Winston to the luggage. As soon as Winston touches the luggage it disappears from the game environment and appears in the item slot in HUD. The player is now carrying the luggage. At the same time a big white arrow appears above the door the player is to take the item he's now carrying.
The color of the item always defines the color of the door the player is to take the item. For example if the briefcase is red the arrow appears above a red door.

>>Producer comments: Target door indicator?


The journey to the door

The player now starts his journey to deliver the luggage to the appropriate door. There are usually more than one route to the marked doorway and the player is given the freedom to choose which route to take. Some routes are slightly faster than others so there's a bit of strategy involved.
On his way he'll most likely run into obstacles such as hostile NPCs or environmental hazards. The way these obstacles affect the character is explained in further detail later in in this document.

>>Producer comments: is there really multiple routes? how does single path journey affect the game play experience? (This is major thing to think trough)


Delivering the item

When player reaches the door marked by the big arrow the item is automatically dropped down on the floor in front of the door. The arrow above the door and the item in the item slot disappear. A small animation plays to signal the delivery of the item (the door opens revealing a ghosty lookin guy in the doorway, the door closes and the item is gone).
Hooray, the item is now delivered!
The player gets rewarder with 20 additional seconds in the countdown timer.

>>Producer comments:  check door indicator. These has to be added to production plan. (The end animation requires extra work from artist and programmer). To consider: All time at once and the amount of bags shown versus short time and bags to deliver (This is core game play information and has to be easily understood). I would recommend showing how much time you have and what you have to do in that time (exeptions power ups adds more time). Lets talk this in person.


Returning to lobby

After delivering the Returning to lobbyAfter delivering the item a new item instantly appears in the lobby downstairs. The player must now hurry down to fetch it. Once again the route to take is entirely for the player to decide.
At this point the gameflow cycle starts basicly from the beginning.gameflow cycle starts basicly from the beginning.

>>Producer comments: What other things happen than bag appears in lobby? where in the lobby it does appear? Requires sounds, animations?


Winning the game

On each level there are three different colored luggage bags to deliver. The player wins the game when all luggage is delivered before the timer reaches zero.is delivered before the timer reaches zero.

>>Producer comments: Does the challenge scaling communicate well enough? Every level 3 bags to deliver? haw about bags to deliver (5xlevel: lvl 1 = 5bags, lvl 2 = 10 bags etc)


Level-end overlay infoscreen

When all deliveries are made in time the action stops and a infoscreen containing the level stats appears. Windston does a cheesy victory dance as confetti rains down.

>>Producer comments: Does winston dance in infoscreen or? in the game screen? more specific design


Level-end overlay infoscreen

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If the broke the best time record there will be a text congratulating the player.

>>Producer comments: some additional scale showing the speed like rank 1 to 4 stars or nick name like speedy conzales (tongue) etc.

Game Over-overlay

If the timer is allowed to reach zero the "game over"-overlay appears. The overlay is basicly just a large "game over" text. A player is given the choise of either retrying the level or exiting to the main menu.
Noteworthy things about items:
-The next item will not appear until the item the player currently posesses has been delivered. This way it is always a surprise which color the next item is going to be.
-Once an item has been picked up there is no way to drop it. The only way to get rid of an item is to deliver it to the appropriate door.
-There can be only one item in the item slot at a given time.

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