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Luckily he has you to help him!
3. Objective
The player controls Winston, McMaggot's trusted Butler on his mission to keep the ghosty hotel visitors happy. This happens by delivering certain items the ghosts wish for to the appropriate hotel room doors. All of the items must be delivered before time in the on-screen timer (2 mins in the first level) runs out. If all deliveries are made in time the ghosts are happy, the level is cleared and the player is given access to the next level. If time runs out the player fails as ghosts leave the hotel and take over town.
>>Producer comments: Certain items = bags? Door indicator = particle glow? how many bags delivered at first level? In wich order bags emerg (random? not same one in a row)?
Gameflow cycle
The simple core cycle is explained below. Even though along the way the player might have to accomplish certain tasks to reach the goal the overall flow is always the same.
4.
Gameplay in detail
Pre-action overlay infoscreen
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Left: Moves Winston left
Right: Moves Winston Right
Up: Jump
Space: Action key - Talk to friendly NPCs etc. Note: 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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In the game world everything is proportioned by the dimensions of the player character.
Level design for Level 1
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.
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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
The in-game HUD is positioned at the bottom of the screen.
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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)
13. 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.
14. 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
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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.
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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
Environmental 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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>>Producer comments: Lets decide the objects in next meeting 18.4.2010,
Environmental Hazards
Falling skulls
Skulls fall randomly from the top of the screen.
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Running on icy surfaces makes the Winston's movement more "slippery"*
17. Power-ups
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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
18. Sound Effects
To be added
19. Music
To be added
20. Competive analysis
To be added...
21. Target Group
To be added...