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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.
5. Rewarding the player
In order to uphold fun and enjoyably game experience the game rewards the player periodically for accomplishing certain tasks.
-... information about rewards to be added...
6. Handling damage and failure
If Winston gets touched by a hostile NPC (possessed cabinet, ghost...), an environmental hazard (falling skull, swinging chandelier...) or falls down the heights of two rooms (or more) he gets knocked out and momentarily stunned for three seconds.
1. Winston is in idle stance, hostile NPC is just about to touch
2. Winston is hit and is flying backwards through the air.
3. Winston is on the ground, knocked out.
Winston is stunned on the ground for 3 seconds. Then Winston gets back on his feet When Winston regains conscience he is invulnerable for 3 seconds. This is to give the player players some time to get out of harms way and to avoid a scenario where Winston gets hit time after time. The moment of invulnerability Invulnerability is expressed by a blinking player sprite (much like in classic arcade games). When the invulnerability runs off Winston is once again vulnerable to attacks.
There is no concept of health in the game so Winston can never die. The only way to fail the game is to allow the timer reach zero.
Noteworthy:
The wandering ghost is an exceptional NPC. Instead of knocking Winston unconscious it kicks him around the level or can even throw him all the way to the rose bush (beginning location of the level). This behavior is explained later in detail.
7. Controls
Winston is controlled entirely by keyboard.
Left: Moves Winston left
Right: Moves Winston Right
Up: Jump
Space: Action key - Talk to friendly NPCs etc. (at this stage there's no use for an action key but it may be implemented later on)8. Mechanics
Game world physics
Collision handling
9.The Level
Levels in the game consist of different shaped rooms (for now only two basic shapes are used for the rooms)
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Level wireframe
Wireframe model of the first level. Solid foundations are white. Doorways that Winston can walk through are marked in blue.
- Game world measurements
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10. Means of transportation*
The Elevator
The elevator is positioned at the right side of the game area. The elevator moves up and down continuously much akin to the moving platforms in the Super Mario series of games.
The side windows
The side windows are positioned at the leftmost sides of the two upper floors and are the quickest way back down to the hotel lobby. However, after the player jumps from the balcony he must make sure he lands in the flower bush below. If the player fails to hit the bush Winston hits the ground and is momentarily stunned.
Trapdoor
A trapdoor is concealed hatch that flips open when the player walks on top of it. The trapdoors can be used as a fast way of accessing the floor below but they can also be considered as a trap. Visually a trapdoor is presented as a recessed area in the carpet or floorboards. Trapdoors only open downwards so jumping against them from below has no effect.
Trampoline
The trampoline is a static object that can fling Winston one floor up through a hole in the ceiling. As the hole that they player must jump through is relatively small (the width of Winston) some skill is required to jump though it one go. The player may also drop down through the hole, landing back on the trampoline if he wishes to use it as a shortcut to a lower floor.11. Routes - freedom of choice
Most levels have multiple paths to choose from. This feature is there to give the player some freedom to choose the fastest route inside the level. Different routes also keep the game pace consistent by eliminating dull moments in gameplay. The elevator should never be the only tool of transportation to the upper levels. (The very first level of the game may be an exception to this rule)
12. HUD
There are five significant elements in the ingame HUD:
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Best time
Displays the best time the level has been beaten.
The positioning of the mentioned elements is further explained in the picture below. (to be added)
913. Timer In Depth
On every level there's a timer at the bottom of the screen. The timer starts its countdown when the player picks up the first item in the lobby.
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>>Producer comments: Check the previous comments on timer design issues.
1014. Central Characters
Winston
The main character of the game. Winston has been McMaggot's trusted butler for many decades. Winston uses his sharp wits quick feet to get out of trouble's way.
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>>Producer comments: How about source for powerups: baldric animation gives powerups and says Pssst.. I have something for you? as he is a little goofy he might gives something bad also.15. NPCs
Possessed Cabinet
Possessed cabinets are the simplest form of enemies found in the game. A possessed cabinet jumps up and down in regular intervals. The speed, regularity and height of their jumps may change from cabinet to cabinet. In the later levels the cabinets act more unexpectedly and may change their speed, jump regularity and jump height at any given time.
The Wanderer
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A zombie with only torso and hands that crawls the back and forth. Similar to the regular ghost dog in terms of movement except for the fact that he moves a bit slower and leaves a trail of green ooze behind him. The green ooze alters the player physics the same way as icy surfaces.
16. Environmental Obstacles
Envuronmental obstacles are simple shaped objects that the player may have to jump over in order to proceed. Obstacles may be square, T-shaped or L-shaped. The L-shaped obstacle is the most troublesome for the player as Winston cannot jump higher than his own height. This makes it impossible to cross the obstacle from the other side.
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Running on icy surfaces makes the Winston's movement more "slippery"17. Power-ups
As soon as the player picks up the first briefcase the power-ups are allowed to appear in the game. They appear at random intervals at random locations around the game world. After appearing the power-up exists 30 seconds before it disappears. Noteworthy: It must be made sure that a power-up only appears at locations where it can be reached by the player (no higher than player's jump height)
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Inverted controls
Lights turn off
1518. Sound Effects
To be added
1619. Music
To be added
20. Competive analysis
To be added...
21. Target Group
To be added...