Giter Site home page Giter Site logo

intd450's Introduction

Fragments

INTD 450 Game

Welcome!

Fragments is a top down 2D puzzle solving game built in Godot 3 in Winter 2019 for the INT D 450: Computers and Games class offered at the University of Alberta.

The Team:

  • Guanfang Dong (Programmer)
  • Wang Dong (Programmer)
  • Boris Fleysher (Producer, Programmer)
  • Stephen Melvin (Writer)
  • Andrew Somerville (Programmer, Musician)
  • Nate Spasiuk (Lead Designer, Musician, Artist)

[INSERT SCREENSHOTS HERE]

Reference:

Button image https://www.vectorstock.com/royalty-free-vector/pixel-art-arrows-buttons-pilot-lights-pointers-vector-20338210

Tile set https://www.gamedevmarket.net/asset/topdown-tiles-7932/

Boulder image https://www.deviantart.com/tdeleeuw/art/Boulder-pixel-art-427731885

intd450's People

Contributors

struckdown avatar wdong2 avatar guanfangdong avatar natealexander avatar androcks avatar

Watchers

James Cloos avatar

intd450's Issues

Target Audience

  • ESRB rating/age range
  • Skill requirement
  • Interest (who would be interested in this)
  • Market analysis?
  • Intended player effect

Monster Simple Follow AI

The Monster should have simple AI that follows the player for now. This may change to A* later. The monster should also be distracted by objects with a "Player" tag

  • Follows player tagged objects or mirror reflections

Monster appears in mirror

When the monster attacks a mirror, it should appear briefly in the mirror with a random form.

  • Monster image(s)
  • Monster appears

Game Settings Menu

The player should be able to change various parameters of the game.

  • SFX level
  • BGM level
  • Full screen, windowed or borderless windowed
  • Hotkey rebinding
  • Changed parameters should be saved and stored for later

High-Level Level Concept

Our design document should have a segment talking in depth about some possible levels or level segments we would like to have in our game.

  • Puzzles
  • Environmental Traversal
  • Time estimates per level
  • General outline of all levels

Player Sprites

The player should have a sprite for all directions of movement as well as all the animations

Audio

  • Sound effects
  • Music
  • Mood/Ambient Sound

Environmental Doodads and General Background Art

If we are doing well for time, the world could always use more art to help flesh it out.
This includes more tileset work, and random objects that can be placed into the map.
Examples include:

  • Chairs
  • Tables
  • Books
  • Pools of blood
  • Cracks in the walls
  • Goop on the floors
  • Cracks in the floors
  • Bones
  • Basically anything

Narrative

  • Characters (Major and minor)
  • Backstory
  • Key choices
  • Dialogue (+ examples)

UI Book image

  • When the player steps into a certain area, a giant image should appear on the player's screen.
  • Stepping off of it should make it disappear.

Monster Footprints

As the monster moves, it will leave footprints behind of varying kinds.

  • Footprints of some kind, does not have to be two or even symmetrical

Player Death Reset

When the player is slain, the game should fade out and reset the level quickly.

  • Player dies -> smooth full level reset

Key and Lock System

Gates might exist that need to be unlocked by picking up a key somewhere in the level

  • Key links to 1 or more gates
  • Touching key makes gates disappear

Footsteps

As the player walks, we might want footsteps.

  • Footstep noise properly loops

Level Concepts

Design a level from start to finish to show at our next meeting. Keep it short, less than 5 minutes to explain the whole thing and questions.

Character Spritesheet

The player will need sprites.

  • Moving up sprites
  • Moving down sprites
  • Moving left/right sprites (only one set is needed, they can be mirrored)
  • Idle left/right (only one set is needed, they can be mirror)

Voice Over Narrative

At key points in the game, text will appear as well as a voice clip for the audio. This is not necessarily going to happen though, so this is LOW PRIORITY

  • Audio for all levels

Bonus Objectives

As the player moves around in levels, they should be able to collect some bonus objectives as an additional goal in some levels.

  • Bonus goal that can be moved over to disappear
  • Integrated somewhere as a score keeping thing

Concept Art

Our design document could use some concept art! Maybe what the protagonist looks like, maybe the levels themselves, maybe some wisp fragments, who knows!

Mirror Breaking/Shattering Audio

When a mirror breaks from the monster's attacks, it should make a shattering noise. Particles maybe later?

  • Glass shattering noise

Monster SFX

The Monster should be able to make SFX periodically. Things like scratching, hooting, slimes, dripping, scraping, howling, haunting, ect.

  • At least 1 SFX exists
  • 2+ SFX exist and cycle randomly

Monster Exclamation Mark

As the monster moves, it will eventually see a mirror. It should pause and emit an exclamation mark or some other sort of clear indicator it has seen something new. An exclamation mark is the proposed symbol.

  • Exclamation mark
  • Monster pauses

Game Setting

  • World Building/Backstory
  • Time Period
  • Environment/Key Locations

Monster "Exclamation" Noise

When the monster sees a mirror, we'll want it to make a noise to identify that it's seen something.

  • Exclamation Noise

Level Transitions

When the player reaches the goal state, the game should quickly do a transition to the next level

  • Smooth level transition

Relationship of Monster to PC

  • Why is the monster chasing the player?
  • What is the monster?
  • Why is the PC here?
  • How does the PC overcome the monster? Or does the PC overcome the monster at the end?
  • Anything else that comes to mind

Wood Breaking Noises

The monster might be able to destroy crates, or other wooden objects. This SFX seems potentially useful

  • Wood breaking noise

Switch-based Puzzle

  • The player should have to step onto several switches in a certain order to progress in the level.
  • Stepping in the wrong order should reset the puzzle.
  • A switch should only be press-able once until it gets reset.
  • A second type of switch that is only pressed when there's an object on it (boxes). Requires #20

BGM

While we can go atmospheric with the game, the nature of the game currently leans itself towards having some audio in the background as the player goes from level to level.

  • One track of BGM

Player Death SFX

When the player is caught, they should make some sort of noise, as well as maybe the monster making some funky noises.

  • Player scream
  • Monster noises? We could pull from the pool from #27

Block pushing puzzle

  • Given blocks, the player should be able to move blocks by walking into them.
  • The monster should be able to destroy blocks given time or get around them in some way.

Level Completion SFX

You just won a level, congratulations. A small sound of footsteps going up the stairs or something would be good.

  • Level Won SFX

Button GUI SFX

When the player is moving between different options on the menu and ingame menu, we'll need a small SFX to help give the menu more feel

  • Button audio
  • Integrated into game

Production Details

  • Business Model
    Anticipated challenges:
  • Social challenges, developmental challenges, research challenges
  • Contingency Plan/Time estimates
  • What to cut if time falls short, what to expand, what could be added
  • Milestones
  • Credits?

SWOT Analysis

Our Design Document requires a SWOT analysis, covering the Strengths, Weaknesses, Opportunities and Threats.

Zoom with Proximity

As the monster closes in on you, the camera should slightly zoom to further enhance the effect.

  • Zoooooooom on proximity!
  • Zoom out on increased distance

Mirrors on Wheels

Mirrors should be able to move around in some levels

  • Moving mirrors
  • Easily configurable tracks

In-game Menu

The game should be pausable by hitting ESC, bringing up a menu that pauses the game with a few buttons. Primarily resume game, settings and exit game

  • ESC pauses game and brings up menu
  • Resume button that resumes the game
  • Settings Button that opens up a settings menu (setting menu done in a different issue)
  • Exit game button that creates a "ARE YOU SURE PROMPT" that returns to the main menu

Exit Point

The player needs to have a destination in each level. The exit point if you will.

  • Exit point (stairs either going up or down is fine)

Initial SFX

  • Player walking
  • Monster noises
  • Door opening

Atmospheric Background SFX

General background atmospheric noises like Water Dripping would be useful to help provide some game feel.

  • Water Dripping
  • Wood creaking (like stairs)
  • Shuffling
  • Rats scurrying
    So forth

Tileset 1

We'll want a complete tileset but this can be done incrementally if needed.

  • Floor Tiles (At least 2 different ones)
  • Lower Wall Tile * 2
  • Upper Wall Tile * 2
  • Lower Wall Corner
  • Upper Wall Corner
  • Ceiling Tile to differentiate null-space from walls

Game Mechanics

  • Engine
  • Perspective
  • Controls
  • Progression
  • Failure/Success/Termination conditions
  • Player Feedback (how does the player know (s)he is doing well?)

Level Select

If there are enough levels made, players should be able to select which level they would like to start from

  • Level select from main menu
  • Levels are locked until first reached

Door Opening/Closing SFX

The player will be able to close a door behind them to buy themselves time as the monster breaks through it. Or maybe it'll just be an aesthetic thing.

  • Door closing and opening SFX
  • Door creaking?

Level Prototyping

Levels are the lifeblood of games. Our game needs levels.

  • 5+ levels
  • 8+ levels
  • 11+ levels
  • 13+ levels
  • 15+ levels

Level Setting/Places

As the player progresses through the game, we want to potentially differentiate the various areas so that the player knows they're making progress and aren't running in the same area.

  • 2 Zone ideas/themes

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.