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