The following is very short script for Unity, which has the correct speed and jump height for use as a foundation. Movement.cs using UnityEngine; using System.Collections; public class MovmentPrototype : MonoBehaviour { public int speed = 5; public int jumpHeight = 7; private Rigidbody2D myRB2D; private bool inAir = false; // Use this for initialization … Continue reading Movement.cs
Early Design Notation.
This was an early note, outlining what I wanted the game to be at its core. Specifically, it fleshed out the core elements. DesignItemsOfImportance.txt ---------------------------------------- VARIETY ---------------------------------------- Local Co-op games require at least (the maximum number of players) characters, so in this case 4 However, people will develop favourites and as such more options increase … Continue reading Early Design Notation.
Medals
"Average number of points" should be at 500 points when develop begins, and should change based on playtests. No medal can be handed out twice per game. If two players are eligible, neither receive it. Each medal should be roughly round, and have a small depiction on them that represents what they're awarded for. Positive … Continue reading Medals
Discarded Ideas
"Playing Cards" character User throws them in rapid succession, creating a walkway for other players Every 52 cards, user must stop for animation where they summon the cards back to their hand. Why was it cut? This idea became the "Boomerang" character, as I preferred that to the idea of throwing cards at a spaceship. … Continue reading Discarded Ideas
Overview
The game is meant to be played with friends, hence a requirement of at least 2 players in a game. It's also local play only, so players can interact with their allies/competition during the game. It is playable on PC/Laptops, alongside consoles to allow as many people as possible to play it. The game should … Continue reading Overview
Descriptive Summary
"Chief Charge Fiesta" is game that has players as characters from throughout time and across the world using weapons they wouldn't normally even consider to defeat bosses that they have no business facing. It's not meant to make sense, don't worry. It's fast-paced, has a selection of characters to be and bosses to best, and … Continue reading Descriptive Summary
ERSB Rating
E (Everyone)
Movement
The player should be able to cross the screen in 10 seconds, and should jump up a quarter of the screen in height.
Art Bible
Assets Whilst the particular style is not of importance (Cartoon, Pixel Art, Realistic), shading is of importance. It should be barely perceptible, and closer to a gradient than realistic lighting. Characters should be lighter at their centre, and darker at their edges. Bosses should be lighter on their side nearest the vertical screen edge (Left/Right), … Continue reading Art Bible
Post Game
Medal Screen The screen is divided into quarters (Or halves [Vertical division] for two players), with each character having their own section. The medal that is about to be awarded appears in the screen's centre. It pulses briefly, then slams itself down into its winner's section. This animation is one second long. This repeats until … Continue reading Post Game