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🚀 PROJECT PUDDLE: ITERATION REPORT & TASK LIST (20260221_Night)

📋 ITERATION REPORT (Current Status)

  • Art Integration: Successfully integrated existing art assets into the game (NPC Sprites, Puddle mechanics).
  • Experience Optimization:
    • Overhauled Power-up system (bouncing animations, temp speed scaling, glowing feedback).
    • Improved rain mechanics (rain volume scales dynamically with cloud size).
    • Refined puddle collision logic (raindrops accurately enlarge existing puddles instead of overlapping).
    • Upgraded NPC animation engine (built-in 2-frame sprite swapping, facing directional updates).
    • Built a robust centralized AudioManager with pitch randomization and AudioMixer volume controls.

🎨 ART & VISUALS REQUIREMENTS

🔴 High Priority:

  • Game Title Logo: Visually appealing logo for the main menu.
  • Game Fonts: Custom or hand-drawn fonts for UI, scoring, and text.
  • UI Button Assets: Sprites for Start, Settings, Guide, Resume, Quit.
  • Emotion Bar (Unity Slider UI): To build a custom Unity Slider, we need:
    • Background Sprite: The empty container of the bar.
    • Fill Sprite: The color/texture strip when the bar is filled.
    • Handle Sprite (Optional): An icon or knob indicating the current value position.

🟡 Medium Priority:

  • Game Icon: For the desktop/executable icon.
  • Title Screen Splash Art: Background illustration for the main menu.
  • Environmental Decorations: Non-interactive park objects to make the world feel alive (e.g., bushes, benches, park slide, swings).
  • Water Splash Animations: Frame-by-frame animation for when raindrops hit the ground or NPCs jump in puddles.

🟢 Low Priority:

  • Puddle Variants: Additional puddle shapes for the Puddle.cs randomizer to pick from to avoid repetitive ground textures.

🎵 AUDIO REQUIREMENTS (Interface Summary)

The programming for these hooks is fully implemented. The audio team just needs to provide the audio files to drag and drop into the Inspector.

Global / UI (AudioManager.cs):

  • Title BGM (Main Menu Music)
  • Gameplay BGM (In-Game Ambient/Music)
  • Game Over BGM (Defeat/Score Screen Music)
  • UI Button Click SFX
  • Game Paused SFX

Player / Cloud (CloudController.cs):

  • Rain Loop SFX (Continuous white noise while holding the rain button)
  • Power-up Collected SFX

Environment (Raindrop.cs):

  • Raindrop Hit SFX (Played when a drop hits the ground/puddle)

NPCs (NPCBase.cs):

  • Puddle Splash SFX (Played when an NPC jumps into water)
  • Bubble Found Puddle SFX (Alert/Exclamation mark sound)
  • Bubble Happy SFX (Joy/Laugh sound)
  • Bubble Sad SFX (Shock/Cry sound)

💻 PROGRAMMING & DESIGN REQUIREMENTS (Assets/Scripts)

🔴 High Priority (Design & Planning):

  • Number Balancing: Fine-tune movement speed, rain decay rate, NPC spawn rates, and Power-up effectiveness.
  • Game Polish: General bug fixing, juice, and ensuring a smooth "Game Feel" before playtesting.

🟡 Medium Priority (Programming):

  • Settings Page: Implement the UI panel for volume sliders (BGM/SFX) and link them to the AudioManager.
  • Tutorial / Guide Page: Create an in-game tutorial screen explaining controls and mechanics.

🟢 Low Priority (Programming):

  • Gamepad / Controller Optimization: Fix deep UI navigation bugs for controllers. (Optimization: If not completed in time, simply do not provide controllers for the playtest and rely on keyboard/mouse).
  • Custom Keybindings: Allow players to remap their controls.