Zero G Flee Revised (G3)

Zero-G Flee is a 2D platformer that stars you as an astronaut on a crumbling spaceship. Some unknown force has attacked your shuttle, and is on the verge of crash landing into an orbiting planet. You must escape before the shuttle crashes! With your jetpack, you must make your way through the crumbling ship to the escape pod at the back of the shuttle. Keep a watchful eye on your environment as well as your fuel gauge. Use powerups to break through obstacles and destroy objects flying at you.
Our group’s milestones for G4 are to have core gameplay down (as in character movement, object movement, at least one of 3 levels created, create the jet fuel power-up so that players can complete level, and have it to the win/lose state). As for G5, the milestones are to have all graphics and sounds integrated into the project, and finish the other two power-ups.

Feature Set Targets:
Low Bar:

  • Character Movement
  • One level created
  • At least implement the “force wand” mechanic if the “repel” power-up does not work out
  • Have objects loaded up (at the end of the level, not procedurally created)
  • Camera focus on character

Medium Bar:

  • Create repel power-up
  • Procedural creation of objects
  • camera focus on character but have it constrained to the left (more room for player to see the environment on the right)
  • Add polish (textures, particle effects on wand and jetpack, music)

High Bar:

  • Make 3 levels instead of 1
  • Have sound effects on everything!

Targets for playtesting:

  • By G4 (Nov 19)- Have core gameplay down as in character movement, object movement, at least one of 3 levels created, create the jet fuel power-up so that players can complete level, and have it to the win/lose state
  • By G5 (Dec 3)- Have all graphics and sounds integrated into the project, finish the other two power-ups
    if there is time, make three smaller levels instead of one large level

Work Plan as of 11/9/14

  • Tim: Implement the “force wand” grabbing mechanic for the main character, and the repel power-up
  • Gaby: Level design, creation of objects
  • Tamara: Spritesheet integration, character movement and procedural creation of objects

Link to revised design document:

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