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Game Development Document
        Cyborg_Ean edited this page Nov 26, 2018 
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        3 revisions
      
    Synopsis:
Core game play is navigating vertical scrolling dungeon. The character can move omni-directional. As the character moves obstacles come down from the top of the screen. If the player collides with the wrong obstacle at the wrong time the character loses.
- User Starts App
 - User is Shown Loading Screen
 - User is displayed the main menu
- [Proposal] User can choose settings
 - [Proposal] User can choose tutorial
 
 - User Starts Game
- [Proposal] FTUE
 
 - After User Loses they are shown the Game Over Screen
 - [Proposal] User is displayed an end game bonus calculation
 - [Proposal] User is displayed their score against a background
 - User is returned to the main menu (repeat from #3)
 
- The player main character moves omni directional and is controlled via mouse/keyboard/touch.
- If the player is using touch the character moves toward the last position the player touched.
 - If the player uses a mouse, the character should move towards the mouse position.
 - If the player uses a keyboard the character should move in the corresponding direction of a left/right/up/down input.
 
 
- Get as high score as possible
 - Collect color pickups to match block colors
 - Collide with blocks of matching color
 - Avoiding Colliding with blocks of mismatching color
 
- If the player collides with a block that is not a matching color of combined color slots
 
- Matching Full Blocks +25
 - Matching Half Blocks +50
 - Matching Quarter Blocks +100
 - [Proposal] matching Color Beam +50
 - [Proposal] color pickups + 10
 - [Proposal] (survivalBonus * totalSecondsPlayed)
 - [Proposal] ceil((matchingBlock.score * 0.10) * chainComboBonus)
 - [Proposal] Matching Omni Full Blocks + 10
 - [Proposal] Matching Omni Half Blocks + 25
 - [Proposal] Matching Omni Quarter Blocks +50
 
- Blocks
- must have if matching color to collide
 - if color isn’t matching in collision event then the game is over
 
 - Color Pickups
- Can collide with at any time
 - In collision event must be added in current color slot
 - [proposal] increases torchLight size
 - [proposal] low score bonus on collision
 
 - Color Beam
- has no choice but to collide
 - [proposal] if color is matching than score bonus
 - [proposal] only effects combo chain if it’s matching
 
 - Color Slots
- holds 2 colors. The combined value of this color will compared to on coming blocks.
 - the slot with the arrow pointing to it will be the slot that adopts the next color pickup
 
 - Score Text
- displays the score
 
 - Next Text
- displays the color of the upcoming Full Block
 
 
- Full Block
- low score bonus
 - covers full horizontal screen
 - should always be the current color in “NEXT” UI
 
 - Half Block
- medium score bonus
 - covers half horizontal screen
 
 - Quarter Block
- large score bonus
 - covers a quarter of horizontal screen
 
 
- game difficulty
- 3 default difficulties
- easy default scrollSpeed * 0.75;
 - medium default scroolSpeed * 1 (no modifier)
 - hard default difficulty scrollSpeed * 1.25
 
 - difficulty effects the scrollSpeed
 - every 10 seconds the speed increases
 
 - 3 default difficulties
 - scrollSpeed
- should gradually increase as time goes on
 
 - torchLight
- the source light that enables player to view game stage
 - should increase in size as time goes on or [proposal] when the player picks up a color pickup.
 - helps player see dungeon better, aiding decision making
 
 - darkness
- at this point in time it’s assumed without the torchLight, the stage is pitch black