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toli97 avatar leonardogomesc avatar afonsobspinto avatar anaezes avatar shinuzikyura avatar rmcarvalho avatar

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anaezes

polymer-reef's Issues

Build scene one

Integrate elements of the design team and give the appearance to the scene one described in the storyline

Turn Lights On / Off

When he catches a ray of light, the Light HUD increases and the lights are turned on.
When the HUD reaches the end, the lights are fully turned up.

Create ambient model

  • Axolotl
  • Ground
  • Plants
  • Underwater effect
  • Fish predator
  • Fish doctor
  • Fish paraíso
  • Fish sem nome
  • Jellyfish
  • Cans
  • Six-pack ring (no example)
  • Light particles
  • power-ups coração
  • power-ups speed
  • power-ups energy
  • Comida
  • Recifes
  • Pedras
  • Plastic falling
  • Grutas

Add health effects

  • Predator touch
  • Lose health with water quality formula
  • Lose health with hunger formula
  • When health goes to 0 -> reset to previous checkpoint / lose

Create sounds

  • Underwater ambient
  • Catch power up - Energy, Health and Speed (Could be the same for all of them)
  • Game music
  • Followed by predator
  • Eating sound - Good food
  • Eating sound - Plastic
  • Dying low health
  • Fishes swiming (running) near by

Logo

Create logo for the game

Create borders

Add borders to decrease the axolotl's health (water quality)

Catch and throw stone

In the hiding scene catch and throw a stone, the noise should make the predator go away

Improve movement

  • animation should appear only when user presses key to move
  • adjust speed
  • block 360º

Add catch mechanic

  • Catch Energy
    - Trigger Animation / Print
    - Increase Energy Counter

  • Catch Food
    - Trigger Animation / Print
    - Increase Health Counter

  • Catch PowerUP
    - Trigger Animation / Print
    - Activate PowerUP

Use Coliders
Create Prefabs

Create menu

Create menu for the game with

  • Start
  • Choose Levels
  • Settings (Increase / decrease sound)
  • How to play
  • Leave

@MIsabelQuaresma to review

Create HUD

  • Energy
  • Health
  • Water quality (Not important) (could be used to delimit the player's path without a physical barrier)

PowerUps

Located on specifc places at specific times
Examples of PowerUPs:

  • Walk on ground.
  • Increase max health.
  • Increase max energy
  • Increase speed

Create storyline

Cena 1:

Descrição: Ambiente muito escuro e sujo (água turva)
Várias luzinhas disponíveis ao seu redor
Apanha as luzinhas e ganha energia
Com a energia ele liga as luzes das brânquias
Consegue ver melhor o ambiente à volta
No qual vê peixes a fugir.
Seguir os peixes

Sons específicos: Apanhar alguma coisa / Ligar luzes?

Assets específicos: Luzinhas (design team), ambiente sujo (free asset) - recife destruído (design team) , lixo (free asset)

Cena 2:

Descrição: Distinguir comida de plástico - > Popup a indicar que a comida aumenta saúde
Come uma cena boa - ganha saúde
Come uma cena má - perde saúde

Sons específicos: Sons a comer

Assets específicos: Plástico parecido com comida (design team) - atacadores, Comida - minhocas (design team)

Cena 3:

Descrição: Fugir de predadores (com efeitos visuais) perder uma mão entrar numa gruta
Apanhar um power up speed
Sons específicos: sons de perseguição, sons de movimentos mais brusco
Assets específicos: um predador, axolote sem mão, power ups icons
(
Increase max health.
Increase max energy
Increase speed
Water Quality Icon - não é power-up
)


Cena 4:

Descrição: Gruta com predadores, ter de se esconder, sai da gruta pode apanhar powerup de saúde e regenera
Sons específicos: sons de cenas a mexer, baixar todo o volume ambiente
Assets específicos: Outro predador, gruta com sítios para esconder (Procurar asset), Animação a regenerar o braço

Cena 5:

Descrição: Muitas alforrecas; passar pelo meio delas. Good luck
Sons específicos: sons de eletricidade
Assets específicos: Alforrecas

Cena 6:

Descrição: Encontrar um local fixe limpo dá para explorar encontra um parceir@
Sons específicos:
Assets específicos: ambiente limpo - recife.

Cena 7:

Descrição: Video a explicar o final -> Têm um filho, as cenas começam a degradar outra vez morte do jogador e d@ parceir@.
Sons específicos:
Assets específicos:

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