gameplay specificationfinal

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Lost Pigeon Studios presents fenestra Core Vision An old man tries to take his own life, but finds himself unable to. He discovers that he has the power to travel between two worlds whenever he dies. The player must use this power to guide the man through puzzles, reaching a door to exit each level. The two worlds travelled by the man are a dark, modern city and a bright, vibrant outdoor setting from long ago. Design Philosophy The selling points of the game are the abstract puzzle solving mechanic and the reversal of the traditional death-avoidance paradigm. Players must be able to work with both instances of the world and utilize the objects and layouts of both to get to the door and continue the game. Regardless of how far behind we get in our game development, we cannot cut out the fundamental element of switching between worlds by dying. If we do become short on time, we will drop some of our more ambitious mechanics such as giving the player a vial of poison to kill themselves at will. Objectives The main goal of the game is to beat the levels by unlocking doors or navigating obstacles using both worlds to get to the end. This is motivated by the character development of the protagonist. The thoughts and memories of the protagonist are revealed as the player progresses, so the player is motivated to solve each puzzle in order to hear the next part of the story.

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Page 1: Gameplay specificationfinal

L o s t P i g e o n S t u d i o s p re s e n t s

fenestraCore Vision An old man tries to take his own life, but finds himself unable to. He discovers that

he has the power to travel between two worlds whenever he dies. The player must use

this power to guide the man through puzzles, reaching a door to exit each level. The two

worlds travelled by the man are a dark, modern city and a bright, vibrant outdoor setting

from long ago.

Design Philosophy The selling points of the game are the abstract puzzle solving mechanic and the

reversal of the traditional death-avoidance paradigm. Players must be able to work with

both instances of the world and utilize the objects and layouts of both to get to the door

and continue the game. Regardless of how far behind we get in our game development,

we cannot cut out the fundamental element of switching between worlds by dying. If we

do become short on time, we will drop some of our more ambitious mechanics such as

giving the player a vial of poison to kill themselves at will.

Objectives The main goal of the game is to beat the levels by unlocking doors or navigating

obstacles using both worlds to get to the end. This is motivated by the character

development of the protagonist. The thoughts and memories of the protagonist are

revealed as the player progresses, so the player is motivated to solve each puzzle in order

to hear the next part of the story.

Page 2: Gameplay specificationfinal

ChallengesThe challenge of each level is simply to move the protagonist through the exit door. The

exit will usually be inaccessible in some way, so the player must figure out what tasks need

to be accomplished to reach the exit. The player may be challenged with some of the

following mechanics:

Choice of Death - The puzzles are designed such that the player must die in some way to reach the end of the level. The principle challenge is for the player to decide when and where they need to die in order to solve the puzzle.

Buttons - The presence of a weighted object will activate the button, opening a door or otherwise altering the level state.

Keys - Doors may be locked and require a key to pass through. The key may be in a location that requires the player to die and pass through the other world, or may exist in both worlds and need to be carried through with the player.

Switches - Players can toggle switches between two states, which changes the behavior of the object(s) that the switch is connected to. Players may have to activate switches in specific orders or at specific times to solve a puzzle.

Timing Challenges - Players may have to synchronize their death with specific events in one world in order to open a path to the exit.

Page 3: Gameplay specificationfinal

Actions

Verb Description Importance

Walk Move horizontally on platform Critical

Jump Jump temporarily into the air Critical

Die Kill yourself to pass between worlds Critical

Push Push boxes to solve puzzles Valuable

Climb Move vertically on a ladder Valuable

Action Mechanics

Walklimitations• Can only be used when direction of motion is unobstructedoutcomes• Walk left or right• Move in mid-air left or right• Fall off a platform• Collide with deadly object

Jumplimitations• Can only be used on a platformoutcomes• Rise vertically• Collide with deadly object above

Climblimitations• Can only be used on a ladderoutcomes• Move up or down at a steady speed• Able to resist gravity

Page 4: Gameplay specificationfinal

Interaction Mechanics

Dielimitations• Can only die from dangerous objects (spikes, fire, etc)• Player does not actually die in the conventional video-game senseoutcomes• Pass between worlds• Freezes physics in world you’re not in

Pushlimitations• Can only be used on a platform• Can only push objects light enough (walls and heavy objects won’t push)outcomes• Move boxes to new positions• Destroy boxes by pushing them into spikes

Activate Buttonlimitations• Button is only activated if the player or a box is resting on itoutcomes• Activate the object to which the button is connected

Enter Doorlimitations• Player must be directly in front of door• Door must not be lockedoutcomes• Current level ends• Next level loads

Unlock Doorlimitations• Player must come in contact with door• Player must be carrying key• Door must be lockedoutcomes• Door becomes unlocked• Key is destroyed

Page 5: Gameplay specificationfinal

Pick Up Keylimitations• Player must come in contact with keyoutcomes• Player will carry key until it is used to unlock a door or the player dies; keys that

transcend worlds will remain with the player when he dies

Activate Switchlimitations• Player must be directly in front of switchoutcomes• Switch toggles position• Object connected to switch toggles state