UQdeco2800 / 2021-studio-6

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Sprint 1 Team 4: Level Environment Feature #6

Closed Hollycatsoulis closed 3 years ago

Hollycatsoulis commented 3 years ago

Description

The development of level environment involves the creation of the game space of which the player explores. It has a crucial component to the game; the design and integration of elements should evoke the aesthetics, architecture and lore of the world.

This feature is to develop the initial concepts for the level environment and create the necessary structure to be expanded upon in future sprints. The key sub-features for the sprint are:

SubFeature/component (optional)

Establishment of a level-specific theme for each level

Subsequent background art

To fit the storyline, three themes will need to be created. Three themes to properly establish are below. Make more!!!

  1. Camp theme in a forest.

    Lore: The player is starting their journey. They are within a fairly well-lit camp, however the lights occasionally flicker. The player ventures into the forest to seek the next town.

The forest is occasionally lit with torches, and the level acts as a easy level (maybe tutorial, maybe only a few easy enemies to introduce the concept, that could also be avoided)

  1. Swamp

    Lore: Beware. Those who pass shall have to be worthy, and ready for a challenge.

Here is where we can add a simple riddle / maze aspect to the game. Addition of unique obstacles should increase the complexity, while not forcing the user to fight against enemies just yet. Mental challenges for the savvy.

  1. Abandoned village

    Lore: The player is told of the eventual city of light along the journey (scrolls, wandering adventurers, some plot device). However as they get closer, they walk through abandoned villages, maybe people who have left for the city, maybe something more sinister. The creatures stalk around this area, so be wary and ready for combat.

Game is towards the end, and so we must increase the difficulty of the game. Enemies are a fairly difficult and dynamic obstacle, and so a zombie hoard requires the player to FIGHT!

Obstacles / Items

Creation of ObstaclesClass and ItemsClass for the game environment. For this sprint, demonstrate interaction with the player. Easiest is to simply hit the player or add a specific amount of health points to the playerclass. Extension, demonstrate interaction on NPCs.

All future obstacles should be children of the ObstaclesClass. All future items should be children of the ItemsClass.

Examples (optional)

See Description as to the examples.

Dependencies

NONE

Milestones

List of sub-features intended to be implemented.

RECONSIDER

Feature Pre-Release: Aug. 29 (Sunday) Completion Deadline: Sep. 2 (Thursday)

Extras (optional)

Documentation

TODO

Members

ultimate1112 commented 3 years ago

Stale issue. Handled by future tickets.