1. Layered Development Schedule Archive (created Feb 14th, 2005, 9am)
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1.0.1. Functional Minimum - Thr Feb 24
NB: We have 1 week to complete the functional minimum. -- spoon, 2/13 4:40pm
We are only going to focus on the supermarket level.
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Graphics: really basic. The aisles are blocks.
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Movement: Gravitational pull is going to be constant throughtout the game.
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People: The people are going to be placed in random locations and have random movement. The number of poeple in the store is going to be constant.
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Vampire-enemy: The vampire shows when Vern has half of the items he needs. His speed is double than Vern's.
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Items: Items are goign to be distributed randomly in the supermarket.
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Supermarket Layout: 1 supermaket layout.
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Map: No map.
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Game over: If Vern runs into poeple or he is caught by the vampire.
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View is from above. people are squares or similar things. Basically we just one to have Vern( a square) moving around and collecting items. The everything is represented by blocks. Just to test the mechanics. -- ioana, Feb 13 10:00pm
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Maybe we should leave this for the next layer, since there is not enought time. -- ioana, Feb 13 10:00 pm
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We could even leave this out of the functional minimum. -- spoon, 2/13 4:40pm Or we can make it move randomly. -- ioana, Feb 13 10:00pm
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If random distribution is difficult (I don't know, I'm not much of a programmer), we could have them in fixed positions. -- spoon, 2/13 4:40pm
1.0.2. Low Target - before Mar 24
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Graphics: We can improve the graphics.
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Timer: Something to indicate time passing by and Verne getting more hungry. -- spoon, 2/13 4:40pm
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Movement: The gravitational pull is goign to change as time passes by and as Vern gets more hungry. (Also: when walking past bigger groups of people. -- spoon, 2/13 4:40pm)
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People : The number of people in the store changes as times goes by. (Or as the number of items collected increases -- spoon, 2/13 4:40pm)
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Vampire-enemy:
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Items:
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Supermarket Layout: Add more layouts.
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Map: Add a map to show the player where the objects are.
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Game over: Add some dependency on Vern's popularity and the number of items he gathered so far.
1.0.3. Desirable Target - by Mar 24
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Graphics: Get the graphics were we want them to be. Also add the background information, i.e. the cut scenes.
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Movement:
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People: They should stop periodically to pick things off the shelves and put them in their carts. -- spoon, 2/13 4:40pm
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Vampire-enemy
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Items: Add bonus items (i.e. items on sale)
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Supermarket Layout
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Map
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Game Over: Add multiple possible outcomes.
Maybe add some poeple interaction.
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Dialog: If Vern runs into people he can avoid biting them if he interacts with them.
1.0.4. ALPHA RELEASE - Apr 19
Produce version for playtesting.1.0.5. High Target
Better graphics.1.0.6. Extras
Extra levels.
As an extension of the idea where Verne helps us look at human culture from a different perspective, I would love to add in a soundtrack of noises in a supermarket. For example, when he goes past different people, he catches their dialog about rising prices, making dinner, having friends over, children asking for snacks, etc. That is, I want Verne (and the player) to "discover" the truly social experience of going grocery shopping. But sound is a difficult one, so maybe I can just make mention of this in the proposal and earn us brownie points that way.
-- spoon, 2/13 4:40pm
