Live HyperGameDev collab Number 2! With DungeonMartian and Rogi's Tutorials
- Be collectable
- Need a final visual representation
- Needs Testing: Add up to the req amount to open the door
- Be added in scene and tested
- Needs a visual representation
- Needs Testing: Ensure door cannot open if req keys unmet
- The door somehow indicates keys are needed?
- Needs Testing: Ensure door does open if req keys met
- Walking through an open door, ends the game satisfyingly
- Needs a visual representation
- Collectable (1 at time?)
- Fuel tracking needs to be present
- Needs to get removed when fuel is empty
- Needs Testing: Does having one actually stop/reduce danger%
-
Can the player hold it once collected?
- Needs to be tested inscene
- Does it dis/appear gradually based on danger level?
- Do the animations work right and stuff?
- Does the player "lose" when it's too close (danger too high)?
- How is game over communicated and handled (reset etc)
- Is it properly managed?
- Is audio controllable by menu?
- Does the music change based on Danger level?
- Are they managed
- Do the important ones fire when they should?
- Do tunnel eyes increase/become visible as danger increases?
- Are desired visual shader effects also dialed into danger?
- Configurable required key count
- (Low Priority: hear locking sounds)
- Unless you have torch
- Only collecting keys clears meter
- Getting a torch clears current segment,
- and prevents meter increase
- Torch has time limit
- water also puts it out
- More eyeballs appear as meter increases
- (Stretch Goal: Screentears, Sound events)
- Monstermeter > 75% =
- apparation appears, gets closer/bigger/more visible
- Monsmeter >= 100% =
- "Jumpscare"/Start over