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Utils: Reality of Project Vision

Ondřej Čopák edited this page May 7, 2025 · 1 revision

This page summarizes the difference between the vision and the reality of the project.

The differences are marked as this:

Original Vision REALITY

Game Concept & Vision

Project Vision (Summary for Managers)

The goal of the project is to develop a puzzle game inspired by the children's PC game Ovečky from the development team Špidla Data Processing. The game will prioritize simple controls, engaging mechanics, stability, and an object-oriented programming (OOP) structure of the source code. List of all of the planned features is below.

Basic Gameplay

The player's objective is to guide as many Unicorns [SHEEP] (based on sheep in Ovečky) to the goal while collecting all coins.

Game Flow

  • The game consists of 10 levels [16 LEVELS].
  • Levels are tile-based maps.
  • NPCs move constantly across the tiles.
  • The player controls NPC movement using placeable Arrows.
  • Collecting all coins unlocks the finish line.
  • Level is completed by guiding a given minimum percentage NUMBER of Unicorns [SHEEP] to the finish.

Ovečky by Špidla

Planned Features

NPCs

Unicorns [SHEEP] (based on sheep in Ovečky)

  • Unless affected by arrow, moves constantly and upon hitting a wall turns left [RIGHT]
  • The player's goal is to guide them to the finish line.
  • They collect coins.
  • They follow arrow directions.
  • They die upon collision with Clouds [WOLVES]

Clouds [WOLVES] (based on wolf in Ovečky)

  • They move similarly to Unicorns [SHEEP].
  • They cannot collect coins.
  • They kill Unicorns [SHEEP] on collision.
  • They follow arrow directions.

Arrows

  • Left mouse button places an arrow on an empty tile.
  • Left mouse button on an existing arrow rotates it.
  • Right mouse click removes the arrow.
  • Maximum 20 arrows CUSTOMIZABLE NUMBER, DEFAULT 20 per level.
  • NPCs change direction based on arrow orientation.

Items

The items are instantly consumed upon colliding with Unicorns [SHEEPS] and the effect lasts around 15 seconds CUSTOMIZABLE NUMBER, DEFAULT 15.

  • Fire - Dries Clouds [WOLVES], stopping their movement.
  • Rainbow - Grants Unicorns [SHEEP] the power to kill Clouds [WOLVES] on collision (similar to Pac-Man cherries).

GUI

  • Menu with Save/Load/Sound settings.
  • Game screen with timer and coin counter.
  • After launch user will be greeted with menu where he can select the profile or start the level editor.

Game Controlling

  • Mouse only (placing tiles, clicking GUI buttons in menu)

Assets

Visuals, Images

  • Most visuals will be hand-drawn, then converted into digital form or created directly in digital format. MOST VISUALS ARE REUSED FROM THE ORIGINAL GAME "OVEČKY"
  • This includes images of NPCs, level backgrounds, paths, objects, and decorations. ONLY BACKGROUND AND TILES ARE CUSTOM MADE
  • The game will take place in the sky, with backgrounds depicting sky/space featuring rain, stars, clouds, sun, and moon as decorations. NO DECORATIONS BESIDES FENCES AROUND TILES ARE PRESENTED

Audio, Music

  • Most audio will be sourced from the original game Ovečky, either directly or remixed.
  • Additional music and SFX will be used from non-copyrightable sources.ALL SFX / MUSIC ARE FROM THE ORIGINAL GAME, THERE IS NOT ANY CUSTOM MUSIC

Additional Features

Time limit for each level

  • Each level will be assigned a time limit based on testing playthroughs, approximately 150% of the fastest completion time.
  • Estimated time duration of level will range from 30 to 120 seconds. 30 - 180, BUT IT IS CUSTOMIZABLE

Simple NPC movement animations

  • Animations will be hand-drawn, with around 10 unique bone movement animations. ANIMATIONS ARE USED FROM THE ORIGINAL GAME, 9 FOR ANY ROTATION TRANSLATION, 16 FOR LOOP ANIMATIONS
  • Focus will be on reusing animations to minimize the number of required assets.
  • Each entity will have its own movement animation.

Built-in level editor

  • GUI-based screen with an object selection bar for placing tiles like paths, enemies, coins, start, and goal.
  • Paths will be placed using click-and-drag NOT IMPLEMENTED, USE CAN USE AUTOCLICKER, while objects will be placed by clicking.
  • Objects can be removed using a Destroy Object tool.
  • Settings will include the number of starting Unicorns [SHEEP], percentage of required Unicorns [SHEEP] to complete the level, and time limit. AND MORE
  • The user can save and load custom levels.
  • Pre-made levels will be created using the editor, allowing players to modify story levels.
  • The editor will perform a BFS check to ensure the level is solvable before saving.

Snímek_obrazovky_2025-05-03_221739

Save/Load system with multiple profiles

  • Users can create an unlimited number of profiles.
  • Each profile will display basic stats like collected coins and completed levels.
  • The game will automatically save progress after each completed level.
  • Data will be stored in JSON format in the game folder.

Option to speed up or pause the game

  • Users can adjust the game speed to 0.5x, 1x, 2x, or 3x 4x.
  • Speed adjustments will only affect NPC movement, not the time limit clock.
  • Certain levels may require faster speeds to complete.
  • The player can pause the game, stopping NPC movement and the time limit clock.

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