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Game Features
The game is designed to be speed run by the players. The scoring mechanics are based on the completion time of the various levels of the game. Therefore, players may wish to complete the game as fast as possible to receive a higher score. This score will be shown on the high score screen. Furthermore, on completion of each level, the player will receive a letter grade which is based on how long they take to complete the level.
Dispersed throughout the levels, there are areas which the player may fall off and hazards, such as ice spikes. When a player fails to clear these challenges, Wilbur will respawn at a checkpoint near the hazard. The scoring system of the game incentivises the player to complete the game without having to respawn.
All art, graphics, sound and animation present in the game will be originally designed.
The game will contain sound which is queued by the actions of the player. These include:
- Footstep sounds as Wilbur walks
- Dragging noises as boxes are pushed by Wilbur
- Level completion tunes
- Dialogue when Wilbur interacts with other NPCs
Additionally, relaxing background music will play over the game.
The game has a fixed level generation. Each level is composed of multiple rooms which are linked together. Some rooms offer a puzzle featuring platforming, interacting with objects and avoiding hazards. Other rooms feature narrative events such as NPC dialogues. To progress to the next room, the player must navigate both adult Wilbur and cub Wilbur from the fixed start point to the goal position.
The game will contain three levels.
The random elements will be kept to a minimum. This is because the scoring system is based on time. For the score to be fair, levels are consistent across playthroughs. Some aspects of randomness include weather effects but randomness should not impact the skill needed to complete the levels.
- General
- Design
- Prototype
- Final Submission