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>>Producer comments: make sketch (check production plan)

A moment of calm

The game begins in the hotel lobby stationed bottom-left of the screen. A luggage bag appears on the reception desk. Hostile NPCs and mobile environmental objects such as the elevator start moving. Player is give ncontrol of the main character. However the timer does not begin the countdown until the player picks up the first luggage. This moment of peace is there to give the player some time to take a good look at the level, take notice of the enemies and obstacles he's about to face and plan his route a bit ahead before plunging into frantic action.

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>>Producer comments: Should there be some kind of indicator to take bag to start timer? like ghost yelling where is my bags?! Don't make me angry you punk.

Picking up the luggage

The player 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 white glow appears around the door the player is to take the item.

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 target door is also red.

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 particle glow 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!

>>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 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.

>>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.

>>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

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

Level-end overlay infoscreen

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>>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.

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Note
(It is possible to have more different colored bags in the future but for now three bags is enough. The challenge is gradually created not by increasing bags but by increasing NPCs, obstacles and more challenging rooms overall. This way the player never spends too much time on one level to become too frustrated. The action should be kept fresh all the time.)


5. Rewarding the player

In order to uphold fun and enjoyably game experience the game rewards the player periodically for accomplishing certain tasks.

Most of the rewards are visual e.g. "eye candy". Examples to follow...


6. Handling damage and failure

When 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.

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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). The behavior of this particular NPC is explained in detail later in this document.



7. Controls

Winston is controlled entirely by keyboard.

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