Team Newbee G3

Design Documentation

Team Name: Team Newbee

Game Name: Chasing Fortune

Team Member: davidscz, paintblade, squarehelius

 

Game Concept

We decide to do a 2D adventure puzzle game. The main concept is that the player can navigate through a maze, and in the process he will encounter monsters, who will attack him if he enters their line of sight. Monsters will detect all the blocks they are facing with limited vision, and their speed should not exceed the player’s. The player should try to avoid sight of monsters as their prior objectives before he has an attacking spell. Once he has an attacking spell, he should perform his kills stealthily, as the monsters can still overwhelm him.

Also, there will be treasures that contains varies of upgrades and items. The goal is for player to reach the exit to win, which is the main way to score points. The quicker the player finds the exit, the more points he will gain from the victory. In addition, the player will gain points from killing monsters and collecting treasures. We assume sometimes that the player will be stuck in the maze for a while, so we will not make it a timed challenge.

The controls are keyboard based. WSAD and arrow keys move the player. There are action keys to use a spell, switch between spells, and pick up treasure.

 

Game Feel

The overall feel we want to give users are adventurous and cautious. Different parts of the maze call for different strategies, which can allow player to have a few trail-errors.Fun should come from 3 parts: maze exploration, collecting treasure, and fighting monsters. The player should navigate through the maze and fulfill his feel with the above elements.

Low Level Bar

  • Simple maze with obstacles and treasures (may not have functionality, just score)
  • Adventurer with basic spell (one), simple animation
  • Monsters that can kill adventurer (immediate kill by touching)
  • Basic texture and sound

 

Expected Target

  • Advanced maze with many obstacles, several levels and different treasures with different functionality
  • Adventurer with different spells, basic stats (hit point and mana), various animations for the spells
  • Different monsters with different spells and simple AIs (instead of simply moving toward the player) And for Monsters, we want to let them attack player on sight, meaning they will have limited vision for the direction they face. Also, their speed should not be too fast, making the game impossible.
  • Score System. Mainly the system will be added up by killing monsters and collecting treasures, I am assuming that players may spend much time wandering through the maze so the time will not be a heavy weight in score.

 

 

Dreams that would be awesome

  • Customizable maze that can be designed by the players and sophisticated obstacles that require real thinking from the players
  • Traditional RPG adventurers with various spells, items, stats, and upgrade option for spells and items using the treasure he found
  • Monsters with different spells, stats and a final boss at each level that requires intensive thinking and smart strategy to kill
  • Give the player the option to make the maze a timed challenge.

 

Work Distribution

davidscz: Texture, Sound, Level Design

paintblade: Monster Mechanics and AI

squarehelius: Adventurer Mechanics (Animation, Spells, Controls)

 

Timeline

Week1 (Nov 5 – 7): set up basic game (eg. character moves around a maze), have basic textures and , sounds ready.

Week2 (Nov 10 – 14): add monster functionality, chest for game. Start level design process

Week3 (Nov 17 – 21): More monsters ,adding spell functionality and chest. (Finished Alpha Edition)

Week4 (Nov 24 – 28): Monsters and spells fixing, and fix the current bugs.

Week5 (Dec 1 – 5): More levels and variety of current design. (Spells, items, monsters, levels, etc) Play testing.

Week6 (Dec 8 – 10): Find people to play, then fix bugs for actual gameplay from testers.

 

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