PLAYER STORY
Purpose
The purpose of this document is to provide a high-level overview of the player’s experience in the game. This allows work to be prioritized in order of need based on the sequence of events in the gameplay experience.
- Title screen (Start, Options, Upgrades)
- On upgrade screen, they can purchase attribute upgrades with persistent caps
- On options screen player can set SFX and Music levels
- Press start
- Player select character (one character)
- Character starts with pipe gun
- Player loads into level
- Player character can move
- The world infinitely scrolls. (Impassable objects: Old dead trees, rocks, barrels)
- A trash enemy spawns. (Snapper)
- Enemy follows player.
- Player takes damage when hit by enemy.
- Player has a weapon that auto fires projectile.
- Projectile damages enemy when it collides with enemy and projectile despawns.
- Many of the same enemy type spawn.
- Enemies spawn of screen continuously during a wave.
- Enemies drop bottle caps when they die.
- trash: 1 cap, elite: 3 caps, boss: 5 caps
- Player collects caps by walking over them
- Caps fill up experience meter
- Each successive level up requires increasing number of caps
- When player levels up game pauses and a shop opens
- In the shop, ephemeral upgrade options appear
- Player selects 1 of three upgrades
-
At the end of n minutes, if the player is still alive, they beat the level
-
If player runs out of health, they die and the level is over
- When the level is over, total_caps_collected x time_multiplier = caps (persistent)
- When the level is over, they go to title screen