Action Adventure Game

// Development Milestones, Prototype v0.1


Goals v0.1

Code

// General Code / Setup

Crew Character (Player controlled)
// Health, Stamina, Fly-Energy, etc.

Ship (Player controlled)
// Health, Inventory, etc. Best is to have the ship made out of different elements each with its own health

// Player Behavior

Player can move on moving ship smoothly

// The ship will be flying around and the player must be able to move around on the ship (and later also inside of it) without that being an issue with the engine/physics/etc...

Player can Enter pilot seat and control ship

Allow the player to switch control to a crew member

Player can Enter turret seat and control turret

// Ship Related Behavior

Friendly & hostile ship move (navigate) in the scene

// Could be spline based if letting the AI do this might be too difficult atm (temporary)

Any ship in game is a random shape (except your own ship, that doesn't change randomly ingame)

// From all the ship shapes, pick one at random, then place the crew on that ship, and turrets, etc.....

// AI Behavior

Friendly and Hostile Crew fight each other when they are close and/or engaging each other

// Spawn on ship, shoot towards hostiles

Environment

Create entire simple whitebox test level ( vast landscape, and an interesting place to visit )

Create a variety of different ship shapes in Maya

// Experiment a bit with a variety of ship shapes

Character Art

Crews are visually seperated in friendly, hostile, generic npc or quest givers with different colors.

Game Design

General game idea explained and visualized for myself & for public

Playtest

important : 30 December, Quick Solo Playtest


Stretch Goals v0.1

Environment

Create blocks that present "stuff laying down on the ship"

// See if you can make it attached with wires and see how physics work with it

Code

// General Code / Setup

Base Character Class (walk, sprint, jump, fires weapon, character design)
// This class contains everything needed to built the other classes with.

// From this you can built: Player, Crew, Hostile Crew, Generic NPC, Quest Giver, Etc.

Base Ship Class (health, ship design)
// This class contains everything needed to built the other classes with.

// Ship Related Behavior

Ship has weapons for dog fighting and both player & npc can use them

Enemy ship goes right next to our own ship (possibly locks on or just stays in formation)

// This will allow for enemy crew to jump onto our ship, once that feature is implemented, and vice versa

// So, this forms a bigger playingfield to fight over

                // Possibly your flight controls are disabled or just heavily limited (or continuously disrupted by enemy...)

Ship flying based on engines, properly use physics

// Damaged engines, explosions, etc. have influence on the ship's movement.

Enemy ship follows your moving ship

// Either track ship location to follow or just spline based atm (temporary)

// Player Behavior

Player has simple flying ability to help jump over to a nearby ship

Player can give simple orders to other crew members
// Jump to enemy ship, Get back on your own ship, Defensive positions, Attack at all cost, Repair X or Y, Take control of the wheel (/ship), etc...

Player & NPC's can walk on a ship rotated heavily without falling off (magnetic boots)

// Some kind of invisible force allows the player to move around on the ship even if the ship is heavily rotated or perhaps even upside down. This must work well with the camera and everything else...

// AI Behavior

NPC's can navigate on moving ship without falling off

Quest Giver (Able to give quests)

Friendly Crew Fights hostile Crew & vice versa

Generic NPCs (background NPC's just doing there thing)

NPC's can take over the pilot seat and turret

NPC's can fly over to a (hostile) ship that is very near by

// Like pirates they jump from one ship to the other

// They have a flight suit on, that allows for short flying moments

Game Design

Core loop & mechanics explained and visualized

Figure out how to make the inside of the ship & experiment with it