Unity Game of DIG2632 @ UF
GAME IDENTITY / MANTRA • Takes place in a computers terminal and you must chase the hacker over the wires to stop him from stealing your information. • The hacker is a character you can never quite get a good look at but he’s in your system... in your wires. GAME STORY/MECHANICS Eerie unease, retro style game with a confusing and misdirecting enemy. Takes place in a computer terminal, with different access to different users’ computers and/or puzzles in each computer/user the hacker “hacks/gains access to”. The goal is to stop the hacker before he gets to the last piece of the puzzle and steals all your data before encrypting it and erasing everything. There will be “footprints” of the hackers trail and “hints/warnings” of his next attack, the Player must follow them to catch a good look at who the hacker is. Player Movement - Side Scrolling Data Saved - Counter UI Health Bar - Data Left Weapon System- Melee/Distance (wires shoot) cooldown for wire shots Dialogue - Tutorial/Hints Platform - Static/glitching Portals - wires/computers Enemy Player- run from player CAMERA: 1080 horizontal camera orthographic FOV DESIGN PILLARS List up to 3 words/phrases that convey the feeling or emotion you want the player to experience. (Example: Fast. Action-packed. Bouncing Mayhem.)
- Typical hacking screen – 1010101010.
- Puzzles and dialogue are important to gameplay progression.
- Goal is to save your data/system from corruption. List the cool features or unique elements that you want to include in your game. PRIORITY ONE • Player is a pixeled figure that travels over the wires of a computer. • NPC dialogue system will likely be the terminal or other pixelated computers. • Simple puzzles that allow access to travel “over the wires”. WISHLIST • Way to collect parts of a hidden computer that can be assembled to track hacker down • Complex multi-part puzzles that require traveling from computer to computer. • Collection of hints to keep track of. INTERFACE List the player input method, the controls, and how the player interacts with your game. UI/UX • Player data(health) level which increases and decreases. • Count of data stolen. • Dialogue binary code that enhance conversations. • Menu of computers to travel to. (click on map maybe) CONSTRUCTION • Three to six unique computer types; one is home/homelab. • Computer Networks in the USA. (NYC, SD, Miami, Chicago, LA, D.C.) • Background dark/glitchy like a computer terminal. Static matrix/computer looking retro style(GOES RED when in SUDO user or flashes when getting close to enemy stealing your data) • Endless glitchy backdrop parallax effect to simulate matrix. AUDIO THEME: Audio theme for start screen. Music? Ambient SFX? SFX: Ambient looping train on train tracks soundtrack. SPECIAL: • Sound for shooting power thru the wires. • Dialogue glitchy matrix audio. • Teleporter Audio FX. DEVELOPMENT ROADMAP PLATFORM: Windows 64-bit executable game build AUDIENCE: Focus demographics – Teen + MILESTONE 1: PROTOTYPE MILESTONE MILESTONE 2: MIDTERM MILESTONE MILESTONE 3: GOLD MASTER