Difference between revisions of "Sentry"
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(Concept almost done (Sentry-Button interaction tbd.)) |
(added Links / added Sentry- Button interaction) |
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''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?'' | ||
− | * Beeing seen by a Sentry will deactivate all active buttons (closing [[doors]] in the process) | + | * Beeing seen by a Sentry will deactivate all active [[Button|buttons]] (closing [[doors]] in the process) |
* Sentry sight in 2 modes ( constant sight, rythmic sight ) | * Sentry sight in 2 modes ( constant sight, rythmic sight ) | ||
− | * Size is the same as Player (2H1D1W) | + | * Size is the same as [[Player]] (2H1D1W) |
* Vision (eyes or sth. similar) needs to be at 1.5H | * Vision (eyes or sth. similar) needs to be at 1.5H | ||
− | * | + | * One type of Sentry will be alble to be de/activated through pressing a [[button]]. |
+ | * 3 Versions of Sentrys are minimum (1 per vision mode and one deactivateable) | ||
=== Refrences === | === Refrences === | ||
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* Line of sight is at 1.5 height (1.5H ) so every 2H object will be hit but smaller objects will not. | * Line of sight is at 1.5 height (1.5H ) so every 2H object will be hit but smaller objects will not. | ||
* | * | ||
− | * | + | * Deactivation through [[Button|buttons]] will be possible for a specific type of sentry. |
==== Visual: ==== | ==== Visual: ==== | ||
Line 64: | Line 65: | ||
* Sentry sight interval (settings for activation rythm) | * Sentry sight interval (settings for activation rythm) | ||
− | * | + | * De/activation through [[Button|buttons]]. |
=== Dependencies === | === Dependencies === | ||
[[Player]], [[Moveables|Movables]], [[Doors]], [[Button|Buttons]] | [[Player]], [[Moveables|Movables]], [[Doors]], [[Button|Buttons]] | ||
[[Category:InConcept]] | [[Category:InConcept]] |
Revision as of 12:43, 7 May 2021
Idea
What is my general idea for the feature? ("Tldr!")
- Statue like structure that can see in a straight line.
- The only antagonistic part of the Levels.
Intention / Requirements:
What am I trying to achieve with the idea and what are my constraints?
- Beeing seen by a Sentry will deactivate all active buttons (closing doors in the process)
- Sentry sight in 2 modes ( constant sight, rythmic sight )
- Size is the same as Player (2H1D1W)
- Vision (eyes or sth. similar) needs to be at 1.5H
- One type of Sentry will be alble to be de/activated through pressing a button.
- 3 Versions 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 crosses the line of sight all doors will close and buttons will deactivate.
- Line of sight is at 1.5 height (1.5H ) so every 2H object will be hit but smaller 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 line of sight will originate it can be anything that fits the setting (expl. a jewl).
Required Feedback
What feedback does the designed feature need to function?
VFX
- The origin of the line of sight should glow (light properties tbd.)
Animations
Sound
- low indication sound when statue is active (seeing)
Variables
What Variables do I, as the Designer, need to balance this feature?
- Sentry sight interval (settings for activation rythm)
- De/activation through buttons.