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Ignacio Alonso edited this page Jul 2, 2015 · 2 revisions

Game Design

Objective

Get as far as you can and collect as many worms as possible. Nuts make you go faster

Gameplay Mechanics

The game uses the standard runner phyiscs, the player can run and dig to go underground and avoid obstacles. The level contains the player (a mole) obstacles (houses, trees, pipes) and as of yet one powerup (nuts)

The player will be able to "move" by pressing the screen as fast as he/she can, if the camera leaves the player behind the gameplay will end. To dig the player must press the screen with two fingers at the same time and the digging gameplay will start so as to reach for worms or avoid surface obstacles

Level Design

There will be just one level that generates obstacles randomly and moves indefinitely as long as the player is alive. There will be surface and underground obstacles, all of wich the player must avoid to keep on going and try to stay alive.

Technical

Scenes

  • Main Menu
  • Gameplay
  • Scoreboard

Controls/Input

  • Touch based controls
    • Touch the screen as fast as you can to move forward
    • Touch and press with two fingers at the same time to go underground
    • Release to go up

Classes/CCBs

  • Scenes
    • Main Menu
    • Gameplay
    • ScoreBoard
  • Nodes/Sprites
    • Entity (abstract superclass)
      • Player
      • Obstacles
    • WorldObject (abstract superclass)
      • worms
      • nuts (power up)

MVP Milestones

[The overall milestones of first playable build, core gameplay, and polish are just suggestions, plan to finish earlier if possible. The last 20% of work tends to take about as much time as the first 80% so do not slack off on your milestones!]

Week 1 (7/7 - 7/11/2014)

  • Define the scenes *

    • Entity movement
      • digg
      • run
      • Resolve player death
  • Control scheme for player

Week 2 (7/14 - 7/18/2014) - finishing a playable build

  • Made the scenes
  • Made the CCSprite for the character
  • Made all the necessary level loops for the game
  • Finished a playable build

Week 3 (7/21 - 7/25/2014)

  • Added the labels for the points and coins
  • made a respawning method for the coins
  • moved and fixed the level to have more space
  • work on the art assets for the 8bit theme
  • Add high scores