Design Doc

Description:

Player controls a Cuttlefish who has just had her tea party ruined by ingrateful guests, and has gone on a warpath to show them the error of their ways. Permanently.

Player uses arrow keys to move the cuttlefish, and space to shoot out their ink/weapon.

Additionally, there exists a rage meter that raises the more destruction the player visits upon the denizens and structures of the ocean floor, and diminishes based on missing an opportunity for mayhem.

When maxed out, the rage meter launches the player into “Rage Mode” where the speed of the game increases, and the player becomes more powerful.

Other cuttlefish exist who are also having tea parties. If the player hits one of these, the character’s rage meter drops to 0 due to the shock of hurting one of their own.

There are two types of other fish:
1. Normal Fish: Simply run from the Cuttlefish’s fury, they must be destroyed for their crimes
2. Police Fish: Calm the Cuttlefish down by “slapping” her, lowers rage meter. If the rage meter drops below the minimum, the game is over and the cuttlefish is “calmed”.

Expectations:

low-bar:

Procedural endless runner mode with a recorded highscore.
1 enemy type (w/art)
Finalized Player art
Rage Meter
Background Art
3 Power-ups (w/art)

expected:

6 short levels
multiple enemies (w/art)
5+ Power-ups (w/art)

high-bar:

levels with intros, outros (single screen)
boss fights (w/art and AI)
character hulking out into more cthulu-like form
7+ Power-ups (w/art)

CALENDAR

Oct. 25th
+Matthew:
-Procedural System Implemented
-Running Enemy A.I. Finished
-Police Enemy A.I. Finished (Knocks into player to calm them down)
-Rage State Finished
+Sheena:
-teapot fish art concepts
-police fish art concepts
-coral art concepts
+Miranda:
-cuttlefish art and movements

Nov. 1st
+Matthew:
-Power-up System
-Three Powerups
+Miranda:
-cuttlefish art stages
-background/foreground with pieces
+Sheena
-2-3 enemies
-final art concepts for police/running away fish
-preliminary sound effects

Nov. 8th
+Matthew:
-Nothing
+Miranda
-Sheena’s enemy concepts cleaned up and finalized
-all attack fx done
+Sheena
-Help Miranda
-sound effects

Nov. 15th
+Matthew:
-Changes from Alpha Playtest
-Levels
-Polish
+Sheena:
-Additional Power up/Enemies or Balancing
-sound effects
+Miranda
-other enemies or power up coding
-art polish

Nov. 22nd
+Matthew:
-Changes from Beta Playtest
-Additional Level Design (Time permitting)
-Polish
+Miranda:
-Polish and changes from Beta Playtest
-menu art
+Sheena:
-Polish and changes from Beta Playtest

MILESTONES:
Nov. 4-Alpha
-Power-up System and Three Powerups
-Procedural Endless Runner System
-Running Enemy A.I.
-Rage State Implemented
-Sound Effects
-4-5 enemies behaviors implemented
-police fish and enemy fish art concepts
-attack/power up fx for 3 basic attacks
-start of 2nd priority effects

Nov. 18th – Beta Playtest
-Power-up System and Three Powerups
-Procedural Endless Runner System
-Running Enemy A.I.
-Rage State Implemented
-Additional Power-ups/Enemies
-Levels

Nov. 25th- Final Playtest
-Power-up System and Three Powerups
-Procedural Endless Runner System
-Running Enemy A.I.
-Rage State Implemented
-Additional Power-ups/Enemies
-Levels
-Polish (sound effects, movements, particle effects, etc)

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