Difference between revisions of "Sentry"

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(Created page with "Category:Feature === Idea === ''What is my general idea for the feature? ("Tldr!")'' * Have an easily usable template for Xp-cards * Hav an example Xp-card regarding st...")
 
 
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''What is my general idea for the feature? ("Tldr!")''  
 
''What is my general idea for the feature? ("Tldr!")''  
  
* Have an easily usable template for Xp-cards
+
* Statue like structure that spits water in a straight line (sight).
* Hav an example Xp-card regarding structure and content
+
* The only antagonistic part of the [[Levels]].
* XP-Cards should be formatted in a way that information can be found quickly and efficiently
 
  
 
=== Intention / Requirements: ===
 
=== Intention / Requirements: ===
 
''What am I trying to achieve with the idea and what are my constraints?''
 
''What am I trying to achieve with the idea and what are my constraints?''
  
* Designers should be able to check their xp-cards by themselves 
+
* Beeing hit by a Sentry will extinguish the [[Player|players]] Headflame.
* Reduce workload from the lead and give more autonomy to the designers
+
* Sentry "sight" in 2 modes ( constant sight, rythmic sight )
 +
* Size is the same as [[Player]] (2H1D1W)
 +
* Source of water (mouth for example) needs to be at 1.5H
 +
* One type of Sentry will be alble to be de/activated through pressing a [[button]].
 +
* 3 Versions (low budget = recolor) of Sentrys are minimum (1 per vision mode and one deactivateable)
  
 
=== Refrences ===
 
=== Refrences ===
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''What is my specific design for the feature?''  
 
''What is my specific design for the feature?''  
  
==== First: ====
+
==== Line of sight mechanics: ====
  
* The idea behind the feature
+
* The line of sight will end at the first object it hits.
* Intention and Requirements of the feature
+
* The line of sight will shorten to the point where a [[Moveables|Moveable]] is moved in its way.
* Context needed to understand the design 
+
* When the [[Player]] gets hit by the sentrys beam the Headflame will go out.
 +
* Line of sight is at 1.5 height (1.5H ) so every 2H object will be hit but 1H objects will not.
 +
*
 +
* Deactivation through [[Button|buttons]] will be possible for a specific type of sentry.
  
==== Second: ====
+
==== Visual: ====
  
* Necessary References
+
* As long as there is a specific point at 1.5H where the water will originate it can be anything that fits the setting (expl. mouth, vase).
* The feature design
 
* Feedback needed for the design to work
 
 
 
==== Finally: ====
 
 
 
* Dependency-Links to other features
 
* Variables, needed to balance the feature design
 
  
 
=== Required Feedback ===
 
=== Required Feedback ===
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==== VFX ====
 
==== VFX ====
  
* Feedback 1 - Short description how it should look/sound/work
+
* The water beam (light properties tbd.)
  
 
==== Animations ====
 
==== Animations ====
 
* Feedback 2 - Short description how it should look/sound/work
 
  
 
==== Sound ====
 
==== Sound ====
  
* Feedback 3 - Short description how it should look/sound/work
+
* low indication sound when statue is active (shooting water)
  
 
=== Variables ===
 
=== Variables ===
 
''What Variables do I, as the Designer, need to balance this feature?''  
 
''What Variables do I, as the Designer, need to balance this feature?''  
  
* variableName - what the variable does
+
* Sentry sight interval (settings for activation rythm)
 +
* De/activation through [[Button|buttons]].
  
 
=== Dependencies ===
 
=== Dependencies ===
''On what other features is this feature rely on?''
+
[[Player]], [[Moveables|Movables]], [[Doors]], [[Button|Buttons]], [[Movement]]
 
+
[[Category:Done]]
[[Link to Dependencies]]
 
[[Category:ToDo]]
 

Latest revision as of 18:02, 2 June 2021

Idea

What is my general idea for the feature? ("Tldr!")

  • Statue like structure that spits water in a straight line (sight).
  • The only antagonistic part of the Levels.

Intention / Requirements:

What am I trying to achieve with the idea and what are my constraints?

  • Beeing hit by a Sentry will extinguish the players Headflame.
  • Sentry "sight" in 2 modes ( constant sight, rythmic sight )
  • Size is the same as Player (2H1D1W)
  • Source of water (mouth for example) needs to be at 1.5H
  • One type of Sentry will be alble to be de/activated through pressing a button.
  • 3 Versions (low budget = recolor) of Sentrys are minimum (1 per vision mode and one deactivateable)

Refrences

The Refereces (if available).

Game Mechanic Descriptions
EXAMPLE GAME Example Mechanic from that game with link What Part do I reference from the mechanic in the referenced game

Design

What is my specific design for the feature?

Line of sight mechanics:

  • The line of sight will end at the first object it hits.
  • The line of sight will shorten to the point where a Moveable is moved in its way.
  • When the Player gets hit by the sentrys beam the Headflame will go out.
  • Line of sight is at 1.5 height (1.5H ) so every 2H object will be hit but 1H objects will not.
  • Deactivation through buttons will be possible for a specific type of sentry.

Visual:

  • As long as there is a specific point at 1.5H where the water will originate it can be anything that fits the setting (expl. mouth, vase).

Required Feedback

What feedback does the designed feature need to function?

VFX

  • The water beam (light properties tbd.)

Animations

Sound

  • low indication sound when statue is active (shooting water)

Variables

What Variables do I, as the Designer, need to balance this feature?

  • Sentry sight interval (settings for activation rythm)
  • De/activation through buttons.

Dependencies

Player, Movables, Doors, Buttons, Movement