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collabdev2

Live HyperGameDev collab Number 2! With DungeonMartian and Rogi's Tutorials

  • Keys
    • 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
  • Door
    • 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
  • Torches
    • Needs a visual representation
    • Collectable (1 at time?)
      • Can the player hold it once collected?
    • Fuel tracking needs to be present
    • Needs to get removed when fuel is empty
    • Needs Testing: Does having one actually stop/reduce danger%
  • Monster
    • 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)
  • Music
    • Is it properly managed?
    • Is audio controllable by menu?
    • Does the music change based on Danger level?
  • SFX
    • Are they managed
    • Do the important ones fire when they should?
  • VFX
    • Do tunnel eyes increase/become visible as danger increases?
    • Are desired visual shader effects also dialed into danger?
  • Level Design - Lyz at minimum
  • Torch Design + Mechanics>
  • Monster stat + mechanics/side effects - Dungeon
  • 1st Person player controller - Lyz
  • Key system (checks for all keys, door is opennable when all collected)
    • Configurable required key count
  • Water design / slows down/mechanics - Dungeon
  • Intro cutscene/death loop
  • Audio - Dungeon
  • Art Assets
  • Minimum game - Collect key(s), open door, torch system, Monster stat
  • Door shuts in face at start
    • (Low Priority: hear locking sounds)
  • Underwater Sewer, First Person
  • Have to find 3 keys in specific locations
  • Torches too
  • Monstermeter constantly increases
    • Unless you have torch
  • Monstermeter has 25% segments,
    • 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

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    Live HyperGameDev collab Number 2! With DungeonMartian and Rogi's Tutorials

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