Continuing with the games idea I fleshed out teams of other playable characters who have unique abilities. After assessing the teams desires there was not enough interest to pursue the game at the level needed to find commercial success.
Simple game flow for a player climbing a mountain to get fresh eggs for breakfast. Unfortunately the programmer was unable to resolve a bug that did not allow the player past to exit the room.
Uncompleted Jam game, the programmer was unable to implement the tower defense and walls.
Narrative: Up for voting. Crashed airplane, lost in a sandstorm, mysteriously teleport? any other?
Must escape the desert and find their way back to civilization. My understanding is the desert tribes will help. There should be a few of them with collectible items that are needed before the player can leave. (what and why? Downstream narrative.)
Game Mechanics:
MAP: a tile map that triggers different events.
Desert Tiles: eat 1 supply
Oasis Tile: Restore X amount of supplies
Friendly Tribe: Provides story dialogue trigger, collectible item, and supplies
Enemy tile: Something
Mirage Tile: Similar to good tiles but slightly off, and when triggered on move it dissapears reaveasling desert tile. Dialogue to show mental fatigue.
SUPPLIES and/or Water: Movement across tiles consumes the resources so it becomes important to strategically move to conserve resources.
Health: Is this tied to supplies? Can health be used to move if supplies run out?? Will enemies damage both health and/or supplies
Weapon: is the player fighting something??
Sanity??: increases the spawn rate of fake mirage tiles
How hard would it be to make tribes and enemies move around the map?? Scope up if progress is looking good
Could some tiles contain hidden gems/easter eggs that trigger? Look to scope and project completion
ART ASSETS:
Player Icon: (open for design)
Tile Sets: Desert, oasis, supply cache, tribal, enemy(?), mirage (same but some art effect to look off)
UI Health, UI water/supply (still need vote/clarification)
Weapons?
Move trail? Would be cool to show lingering footsteps that remain for X amount of tiles
SOUND:
Background music
Move sound
Collection for all tiles (hold off to solidify mechanics first)
UI clicks
> Setup world via introductory cutscene which is in this kitchen
> Jelly-filled donut is like a mentor figure who dies
> Interact with items in opening cutscene that could give you background info on the relationship
> Two items that symbolize their history together
> A letter
> A sentimental item: Skydiving goggles
> Egg is a reluctant investigator; the Egg wanted to do another job before this (sky diver)
Scene 1:
> Introductory cutscene of discovering the body
> Find two sentimental items that symbolize their history together
> A letter
> A sentimental item: Skydiving goggles
> Takes place in a different BG (counter tops?)
> Ask visual to create an interior fridge if possible
> Should feel homey
> Jelly leads to sink
> Ask visual to add a jelly streak across backgrounds
> Soft boiled option (nice) and hard boiled option (threatening)
> Ask audio to have a sad song for intro cutscene?
Scene 2:
> Meeting the Waffle; Waffle wants blueberries; some personal connection to the blueberries
> Soft boiled option (nice) and hard boiled option (threatening)
> Banana has same affliction that Donut used to have all the time; some personal connection to the Banana
> Soft boiled option (nice) and hard boiled option (threatening)
Scene 3:
> Banana takes you across the water and some dialogue reveal for who the next suspect is
Other Things:
> Generic lines for if you have or do not have certain things
Mechanics:
> Pick up blueberries, give to Waffle to get extra thick syrup, fill the sink with syrup, fill bottle with water, offer the banana water, ride the banana across
Dialogue Tree