NotReadyYeti Design Document

NotReadyYeti Design Document

  • A more detailed plan for the game

    • A team wins when it reaches the maximum score of the match.

    • A team scores points when a player picks up and delivers a resource to the team’s base by picking it up and throwing it in.

    • The respawn will only occur if there has been an action on the supply at that location or if the last supply spawned on that location was delivered.

    • Items can be picked up and thrown (for a stun and they’ll drop their item) or they can be picked up and carried to the base in order to score points.

    • To deliver a supply the yeti needs to successfully throw it in its own team’s cave.

    • Each player controls a single yeti with WASD, jumps with space bar, and moves the mouse to rotate the camera and aim. Also, they can perform the actions like pick up, if they are not holding anything, and throw, otherwise.

 

  • Three feature set targets: the minimum low-bar of you will do, a target that you expect to get done, and a desired high-bar if things go exceptionally well.  Plan these out carefully, so that you can definitely hit the first, and likely hit the second

    • Low bar:

      • throwing and aiming mechanics

      • supplies spawn at key location

      • small sided PVP interactions with enemies and teammates

    • High bar:

      • PVP interactions / bigger multiplayer (5v5)

      • teamwork skills, like throwing teammates and buffing them

      • update graphics and polish

 

  • A timeline of what you intend to accomplish by the end of each week through the end of the semester.  Look at the personal schedules of your team, you classes and other projects, and plan accordingly.  If you will have a light week because of other classes, but spend more time on another week, say so!

    • week 1 (starts 10/28)

      • have the idea of how objectives work complete

      • have throwing mechanic fleshed out and complete

      • research multiplayer options + have 1v1 (maybe local)

    • week 2 (11/4)

      • have the thrown objects activate something on hit

      • have multiple different effects from capping objectives

    • week 3 (11/11)

      • implemented larger sided multiplayer

    • week 4 (11/18)

      • more balanced on-hit effects and level design

    • week 5 (11/25)

      • graphical update

 

  • A target feature set for each milestone (alpha on Nov 4, beta playtest on Nov 18, final play test on Nov 25), along with a discussion of why you are targeting this particular subset of your game at each stage, and what you hope to learn by having people play-test each of these.  Please remember: the alpha and beta builds are not just “partway to the end,” as this wouldn’t be playable and would be unlikely to give you feedback that you can take action on.  There should be things that are finished by then, and things that are likely unstarted (or for which you have crude stand-in elements). Think this through!

    • Alpha on Nov 4 – This alpha version aims to have the minimum of the core functionalities implemented. By doing this it will be possible to evaluate the interactions and feel that players will have while playing the game and find bugs and opportunities of improvement sooner in the development process.

      • players can aim their throws and world objectives

      • supplies spawn and can be carried back to base for points

    • Beta playtest on Nov 18 – The beta aims to have multiplayer fully implemented, and an actual world map instead of just a basic test map. We hope to see how well the gameplay scales with more players, as well as get feedback on art and level design. We also want to address any issues with gameplay mechanics and balance.

      • (local?) multiplayer and hitting things has an effect

      • First actual world map instead of just a test map

    • Final play test on Nov 25 – The final play test will contain the polished art assets, and finalized level design as well as fixed balance issues revealed by the beta. We hope to uncover more balance issues so that we can further improve the gameplay

      • polish and balance

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