...
Kommenttien kautta korjauksia tai lisätkkää tälle sivulle sisätöä
Updated: 15.5.2010
Production plan liitetiedostona:
Game elements
CORE 3 floors/rooms top of each other (hard coded) One fixed room/floor size Two room/floor theme (lobby and basic) Elevator (moves up and down - not controllable) each room/floor has balcony (player can jump down to the bush) One level One screen game (everything seen at once) Protagonist (runs and can take hits from npcs) Goal: deliver number of objects to targets in give time Hud (timer, amounts of objects to deliver, item slot) Deliver objects to target (target = three doors with different color) Delivered objects (three bags that are delivered to specific door. Objects are at the lobby) NPC- possesed chest (jumping up and down. Player has to pass underneath it) Positive power up (hourglass) Obstacle - crate (square, T-block and L-block shape. Jump over) Obstacle - bookself (square, T-block and L-block shape. Jump over) briefing screen (overlay on game view) game over screen (overlay on game view) | EXTENDED Additional npc (ghost dog) Roaming ghost (stuns protagonist on hit - non intelligent) Positive power up ( speed increase) Negative power up (lights out) Additional Levels to the game (level structure) HUD extension (level indicator) Addtional room/floor theme (+1-2) Additional rooms/floors (4 to 5 floors top of each other) camera drive (zoom) Level cleared screen/animation |
WHISLIST Random rooms/floors (for scaleable level structure) Roaming ghost (intelligent follows player) Additional room/floor theme (+1-2) Camera drive (for multiple rooms top of each other) Additional rooms/floors (4 to 5 floors top of each other) Moving background (rain etc.) Positive power up Negative power up HUD extension (Best time) Roaming ghost throws protagonist out of the window Screen Tilting | |