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...")
 
(Concept almost done (Sentry-Button interaction tbd.))
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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 can see in a straight line.
* 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 seen by a Sentry will deactivate all active buttons (closing [[doors]] in the process)
* 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)
 +
* Vision (eyes or sth. similar) needs to be at 1.5H
 +
* 2 Versions of Sentrys are minimum (1 per vision mode)
  
 
=== 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 crosses the line of sight all [[doors]] will close and [[Button|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.
 +
*
 +
* (tbd) deactivation through [[Button|buttons]]
  
==== Second: ====
+
==== Visual: ====
  
* Necessary References
+
* 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).
* 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 origin of the line of sight should glow (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 (seeing)
  
 
=== 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)
 +
* (tbd) deactivation through [[Button|buttons]]
  
 
=== Dependencies ===
 
=== Dependencies ===
''On what other features is this feature rely on?''
+
[[Player]], [[Moveables|Movables]], [[Doors]], [[Button|Buttons]]
 
+
[[Category:InConcept]]
[[Link to Dependencies]]
 
[[Category:ToDo]]
 

Revision as of 16:35, 6 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
  • 2 Versions of Sentrys are minimum (1 per vision mode)

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.
  • (tbd) deactivation through buttons

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)
  • (tbd) deactivation through buttons

Dependencies

Player, Movables, Doors, Buttons