Patch Notes v0.1 alpha

Readers Guide!: https://www.youtube.com/watch?v=pQHX-SjgQvQ

 

Main Menu contains the player character in a smaller version walking in place on a rotating circle texturised by 2D. Functionality: scaled player walks without root, Rotate circle texture by constant speed.

Look: This is a sketch of the buttons in the main menu:

These will be the 3 main buttons, and they will look like stone. (the left button is exit, the right button is options).

The play button will be larger than the other buttons.

When you click a button, it will go dark as a click reaction.

2D’s choose a nice font.

Around these will be a circle of colours, symbolizing the different biomes (See the logo on facebook for inspiration https://scontent-b-ams.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10011796_496560647150972_4304108057035214873_o.png ). Just imagine that line as a full circle around the buttons.

This is what the character will walk upon. Above this will be the title logo.

In the right corner will be a credits button, where you can see the credits.

Texture =

The background in the main menu is a white gradient that darkens along the sides (see logo image for reference as well)

 

Options menu:

The options menu will have the following things:

Volume slider

controls the volume of the sound.

HUD option toggle.

Toggle whether hud is transparent.

Controls view.

A screen where you can see the controls. is being designed.

Pixel version toggle. might be in sprint 6.

The pixel version of the game. Ask horatiu.

Go back

go back to the previous menu (main menu or in-game menu).

All these buttons will also have the stone-look of the main menu buttons.

 

Interaction Icons

Aesthetics:

matching the joystick - circle with an arrow down. (look at design document (UIPuzzleEntrance), circle with smaller circle moving.)

Animation needs to be slow enough that we can see that it goes up.

Animation loop should look like: slow movement up, teleport back. Color: White

Functionality: Icons appear when character enters trigger box. Should be either text, icon or both. Always centered at the top of the trigger. If both, the image and text is shown the picture should be on the left.

 

Signs:

There will be small tree signs appearing when the biome allows for the player to enter the puzzle. Also smaller changes on the environment like grass blocking the path disappearing. The tree signs will have a Attraction sign where the texture depends on the biome: http://www.picturesof.net/_images_300/Danish_Tourist_Attraction_Road_Sign_Royalty_Free_Clipart_Picture_090629-185259-466048.jpg

 

What to do about boring timeline:

Designers will place obstacles when terrain is available. Work hard, to make a more interesting game. Timeline will be shorter making only 3 runs(of 12 biomes each) around the world all in all.

 

Timeline visuals

Behind the numbers on the timeline will be a circle of stone, similar to the main menu. This will go around as a background to the timeline numbers.

The middle of the circle will not be there, so you can see the game, as is it now.

 

How do we get back to the city?

Functionality: Everywhere in the game (when the player is on the timeline) there is an icon in the top left corner of the screen. When this icon is pressed, the player character starts moving left, the screen fades to black, and after a short while, the player is spawned in the the city biome, by the city trigger.

When the player does not have an awareness point, this icon is transparent.

When the player has an (at least) one awareness point, this icon is visible.

Regardless of this, it will always take the player back to the city.

Reverse of this http://purposivedesign.wikia.com/wiki/File:Basic_initial_ideas_Exit_button.png

 

Accessing city

Same idea as character triggers where we place a building in the foreground and the player hits the city trigger behind the object. the object will be placed by us so no worry.

 

Getting out of the city

The icon of getting out of the city will now look something like this:

http://purposivedesign.wikia.com/wiki/File:Basic_initial_ideas_Exit_button.png

Accessing Puzzle

Funtionality: When the player goes into a puzzle (and runs as currently), the camera should move up and tilt slightly down, so we’re looking at the character from a crane view (like this: http://www.thestudiotour.com/ush/movies/norbit/norbit14.jpg (the player is the bicycle dude, roughly)), and still follow the player.

The epicness of the music goes up a little when the player gets into a puzzle.

This view should also happen when going out of a puzzle again.

When done with the transition to or from puzzle, the camera will go back to normal view.

 

Completing a puzzle / Getting an awareness point.

The player will get a puzzle when a trigger is entered (designers will set the trigger)

When the character gets an awareness point the following will happen:

The player cannot control the character.

Music epicness ramps up.

The camera zooms in, closer to the character.

This takes around 2-3 seconds.

After this, the camera zooms out again, and the music ramps down, and the character can move again.

http://purposivedesign.wikia.com/wiki/File:Basic_initial_ideas_Exit_button.png

 

Music

The epicness is 0 on the main timeline.

Look at accessing puzzle and completing puzzle for how it changes.

 

Introduction and Tutorial

The tutorial will work as follows:

When the game begins and the character is selected the player will spawn in the city biome. This will be a tutorial version of the city, and there will be an object blocking the player from progressing. When the player reaches the block, they will get an awareness point.

The controls are shown on a sign in the background (as well as in the options menu).

The player then needs to go back to the city.

When in the city, a tutorial icon will show how to build buildings in the city (basically just that you need to click the slots), to see how awareness points are used.

When they’ve built a building and go back to the game, the game begins normally, and the biomes are spawned as usual.

The object blocking the player is then gone.

Functionality: Script that removes an object when the city has a building.

This is the flow of the game, from start to finish:

Main menu -> start game fade -> Character select -> tutorial level in city biome -> city -> (main level -> puzzles -> mainlevel -> city ) *repetitions -> end.

 

Character select screen:

There will be a character select screen at the beginning of the game. This will be used to select which character you start as. The exact visuals of this will be specified soon, but the functionality is basically just that. Activates when play is pressed.

 

Character Changers:

The idea with changing the character to the other gender halfway through is scrapped, since we won’t have a child following you. This means that there will only be 2 character changers in the game, so the character goes from young -> middle -> old.

 

Dying

When the character turns into a tombstone the following will happen: The camera will pan to the left over the next five seconds and stop when the tombstone is at the left side of the screen.

After 10 seconds of nothing happening, a rotated version of the “interaction icon”, described above, will be shown, so the player can see they can go left.

When the player starts moving left, the camera will move back to the player and act as normal.

 

 

Ending

http://purposivedesign.wikia.com/wiki/Ending

 

Bar values - where should the heatwall be, what should heat start at

Starts at 0

Still 100 years just 3 cycles.

Wall of death = 60% into the game = year 2075 = Heatwall = “heat = 1”

Pollution follows same path

 

Forest fire

Particle effect created by design. Is to be applied to a new functionality which can activate/deactivate objects placed in it’s array depending on the puzzle outcome and if a puzzle have been cleared before.

Fire appears after puzzle clear

Is still there next time you come around.

 

Puzzle Locations:

Puzzles will be unlocked in the following order.

1st: Glacier. 2nd: Jungle. 3rd: city.

 

Ensure that people do not think that they stay in the same area which just changes over time but runs around the globe:

“Welcome to the north pole!”