Skip to content

Latest commit

 

History

History
73 lines (72 loc) · 3.91 KB

TODO.md

File metadata and controls

73 lines (72 loc) · 3.91 KB

TODOs

Systems

  • Dialogue
    Walking up to people and talking to them
    Writing dialogue as external dialogue tree text files
    Variable handling in dialogue trees
  • Audio
    Audio system for playing both soundtrack and sound effects
  • Clue
    Tracking of gathered clues
    Tracking of completed clue sets/identities
    Both system and UI elements
  • Suggesting
    Walking up to people and suggesting an identity
    Rejecting and accepting
    World visual effect based on identified state
  • Layered world rework
    Current one is an ugly hack to explore and communicate the idea.
    Walking up to a "tunnel"-node should show a prompt, and if the player keeps walking in the direction of the "tunnel", they should be quickly transported to the other end
    These "tunnels" should be placed down side-streets and intersections
    The player should play a bespoke animation when walking down a "tunnel"

Stretch goals

  • World interactables and indoors
    Being able to enter houses would be cool, talk to people indoors as well.
    Seeing in-world objects and "chatting" them up would add some neat variety. This can be hacked together as a character without a model, should not be difficult. Required to be able to enter houses, probably.
  • Day-night-cycle
    Having characters move around the world on a timed path depending on time of day would add a lot of life to the world, but it would also let us get more game out of fewer world assets.
  • Appointments
    Appointments depend on indoors and day/night
    When talking to people, they could sometimes agree to swing by your office
    To end a day, you'd go back to your office, and people would drop by to talk
    Prime place to find more clues, and maybe even suggest an identity
    Adds a time element to the clue hunting, making it even more dynamic and varied
  • Pride-flag drawing system
    When the player has figured out an identity, they could be given the opportunity to draw a pride flag.
    Could be as simple as selecting an amount of stripes and a set of colours to fill those stripes. Maybe a symbol in the middle, maybe an arrow on the side.

Content

  • Audio
    Soundtrack
    Sound effects
  • character assets
    A beautiful, precious little guy walking around and helping people
  • Alien character assets
    All the poor sods who need help
  • World assets
    Cardboard edges on a beautifully rendered cityscape
  • Identities
    We need to invent some identities, give them names, and some tropes / common archetypes
  • Dialogue
    Just... so much dialogue
  • UI assets
  • Suggestion screen
    Needs a mock-up
    Could be as simple as a list of unlocked identities, could be as complex as a Papers Please-style system, where you point out past clues collected and connect them to an identity.

Dialogue UI

  • Mock-up
  • fonts
  • Potentially character portraits
  • UI panel, scroll bar
  • Buttons
  • Potentially a per-line UI element of some kind, such as a speech-bubble, or simply a line on the side

Clues UI

  • Mock-up
  • Some sort of per-clue and per-identity UI element

Stretch goals

  • Alien character behavioural scripting
    If there is a day-night-cycle, our aliens need to be told where to be when

Exploration

  • 2D alternative
    Currently the prototype is in 3D, which might be strange for a 2D game. We should try implementing something roughly equivalent using a 2D camera instead, perhaps with Parallax screens, or just containers we move ourselves.
  • Camera settings and visual polish
    In the current prototype, I haven't done more than muck around with the settings. We need to figure out the lighting and camera settings that work best for our vibe. With a cardboard world, I feel a distance blur similar to a tilt-shift style could work well to sell the scale. It also tends to look very charming, which I think fits the vibe.