top of page

Project Scope Analysis Draft 1

  • kw4u19
  • Feb 24, 2021
  • 2 min read

Updated: May 27, 2021

The vertical slice will still show the gameplay of the Shaman travelling through the air region and into the fire region - Once the player is in the air region, they already have the boulder throw ability, let them complete the level and obtain the gust ability from the spirit guardian and then we’ll show the transition into the fire region.


We have made the decision to make the vertical slice 2D rather than 3D because given our skillset as a team, we will be able to create a more successful and beautiful outcome. There will be two main focus’ for the development; beauty and puzzle objectives.


Game feature list

- The Shaman

- Guardian Spirits

- Player movement; walk jump crawl

- Animal Spirits; eagles, butterflies, spiders, jaguars.

- Interactive Puzzles

- Abilities – boulder throw and gust

- User interface; abilities bar, staff energy, menu’s

- Cut scenes for guardian interactions and “safe places”

- Music and sound

- Dialogue with spirit guardian

- Navigate the environment; Air and Fire region


Asset List

2D Art

- Background designs

- Foreground/platforms

- Interactive elements/puzzle pieces

- The Shaman

- Animal spirits

- Spirit guardians


Animation

- Character movement: walking, jumping etc.

- Ability animations: boulder throw, gust

- Gust animation visual

- Environment element animations e.g. clouds and water flow/fire and smoke

- Puzzle interactions

- Spirit movement (butterflies, eagle, spiders)


UI

- Player ability icons

- Staff charging bar (cool down)

- Dialogue

- Main menu/pause menu

- Prompts for controls


Sounds

- Music

- Ambient sound such as water flow

- Abilities

- Footsteps and jumping


Programming

- Player movement

- Spirit movement, looping

- Abilities and their animations

- Environment moving elements e.g. water flow and clouds

- Puzzle interactions

- Sound

- Menu’s

- Cut scenes

- Side scrolling view

- Zoom in dialog interactions

- Dialog

- Staff charge – access to ability

- Death – forced re-spawn point


Marketing

- Instagram to advertise and document process

- Twitter

- Promotional material such as poster

- Studio blog

- Trailer

- Merchandise – t shirts, little model staffs, bookmarks with manuals

Presentation Format – how features will be shown

User interface

- Main menu at beginning of game

- Pause menu/settings available at top of screen

- Abilities bar in top corner

- Movement button in bottom left corner of screen

- Actions in bottom right (prototype)

- Dialog will appear at the bottom centre of the screen with interactive options. Perspective will change to frame the characters talking.


Abilities

- Boulder throw. Direct from the staff by swiping. Distance limitation.

- Gust. Spin staff to direct gust.


Interactive dialog

- Dialog and options will appear at the bottom of the screen.


Region transitions

- Player takes the courageous action to walk off of the cliff into ominous drop below.

- Animation to show the descent into the fire region


Mechanics

- Shaman movement; walk and jump

- Abilities; throw boulder as solid object to complete different tasks

- Puzzle completion through abilities and environment interaction

- Spirit guide to lead player around the environment – butterfly in air region and blinking racoon eyes in fire region


Sound

- Thematic music for the differing regions

- Sound effects for footsteps and jumping

- Ambient sounds such as water flow and crackling fire

- Spirit sounds such as Spider crawling

Recent Posts

See All
Barclay's Eagle Lab Lecture

Ian Jarvis and Mark Rands from Barclays Eagle Labs Basic Terms - common words and phrases and what they mean. Turnover: Sales of a...

 
 
 

Comments


bottom of page