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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!
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When all deliveries are made in time the action stops and a infoscreen containing the level stats appears. Windston does a cheesy victory dance in the game screen as particle confetti rains down from the top of the screen.
>>Producer comments: Does winston dance in infoscreen or? in the game screen? more specific design
Level-end 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
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Levels in the game consist of different shaped rooms (for now only two basic shapes are used for the rooms for now)
Rooms
Room type 1
Standard sized room. Can contain 4 doors but only one obstacle and one NPC at max. See "level wireframe".
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The Lobby
The lobby is always positioned at the bottom-left corner of the screen. The lobby is the location where the player returns time after time to pick up his next item. Thus the lobby has a central part in gameplay its significance must be is underlined visually so that it always "pops out" in the scenery.
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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Level 1 design. Shows the location of the colored doors, windows, floor gaps and spawn obstacle positions for the movable trampolines.
Doors and windows are positioned by the horizontal measurements ruler (seen here on the bottom floor)
Each block on the horizontal ruler is roughly the width of the player character.
>>Producer comments: Trampolines to extended (lets use optional routes down or randomized fixed paths at start. Under is sketch of what i mean.
10. Means of transportation
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