Ideal Pathway - Richardng12/Terra_Tales GitHub Wiki
Ideal Pathway
Loading Screens:
Overview:
- Various facts and tips about climate change and our game are shown during loading screens.
Forest Level:
Overview:
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The objective of the forest level is to navigate the level and plant as many trees as the counter suggests in the bottom right corner.
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The player can look at the minimap which shows where the trees are located (with a green dot)
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Once the player has finished planting the required number of trees, the player must return to the NPC to progress to the next level.
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The user should ideally traverse the entire map to get a feel for the scale of the map.
Cheat Code:
- The player can press the letter “J” to skip the level and progress to the next level. Pressing “J” will also show the cutscene so that the player can see the transition from the dead forest to a bright green, healthy forest.
Points/Scoring:
- There is live score update which changes depending on the users actions
The scoring is based on 3 elements:
- Time remaining after completing the level
- Number of trees planted
- Lives lost during the level
Ideally, to gain the most points, the player should aim to complete the level as quickly as possible, whilst completing the objective of planting the required number of trees.
Point Breakdown:
- Each tree planted results in 1000 points
- Each life lost results in 100 less points
- The time remaining (in seconds) * 50
Highlights:
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Some highlights of the forest level are mentioned below:
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Sound/Music, the player should have their sound turned up to hear the level-specific music and sounds
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Fire Sprite AI, the fire sprites stick within their respective platforms and respawn randomly
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Cutscenes, beginning and end cutscene to highlight the differences the player has made Level design in terms of size and layout.
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Dynamic puddle regen, puddles get used up as the player moves to refill his water counter. However they slowly regenerate over-time (indicated by the puddles getting bigger and smaller)
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NPC dialogue FSM, the level only progresses when the player finishes the quest set, otherwise the NPC will continue to ask the player to finish his/her task
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The player should aim to lose 5 health at some point to trigger the “Try Again” screen
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The player can gain 1 health by planting a tree
Ocean Level:
Overview:
- The objective of the ocean level is to navigate the level and put as much rubbish in the bins as the counter says in the bottom left.
The legend:
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Cans/Recycling goes in the blue bin
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Apple cores/compost goes in the yellow bin
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Black trash bags goes in the black bin
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The player can look at the minimap which shows where the trash are located (with a green dot)
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Once the player has finished putting the correct number of trash in the respective bins, the player must return to the NPC to progress to the next level.
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The user should ideally traverse the entire map to get a feel for the scale of the map.
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Nets that are highlighted red should be avoided as stepping on them causes the player to lose a life
Cheat Code:
- The player can press the letter “J” to skip the level and progress to the next level. Pressing “J” will also show the cutscene so that the player can see the transition from the dirty, polluted ocean with a lot of trash, to a clean deep blue ocean without trash.
Points/Scoring:
- There is live score update which changes depending on the users actions
The scoring is based on 3 elements:
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Time remaining after completing the level
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Number of trash put in each bin
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Lives lost during the level
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Ideally, to gain the most points, the player should aim to complete the level as quickly as possible, whilst completing the objective of putting the correct amount of trash and by not losing any lives at all.
Point Breakdown:
- Each rubbish in the correct bin results in 1000 extra points
- Each life lost results in 100 less points
- The time remaining (in seconds) * 50
Highlights
- Some highlights of the ocean level are mentioned below:
- Sound/Music, the player should have their sound turned up to hear the level-specific music and sounds
- Oil splatter AI, the oil enemies stay within the map boundary, and return to the middle of the map if it tries to exit.
- Cutscenes, beginning and end cutscene to highlight the differences the player has made Level design in terms of size and layout.
- NPC dialogue FSM, the level only progresses when the player finishes the quest set, otherwise the NPC will continue to ask the player to finish his/her task
- The player should aim to lose 5 health at some point to trigger the “Try Again” screen
- The player can gain 1 health by putting rubbish in the correct bin
- The player is able to “throw rubbish” by moving a certain direction and pressing “e” at the same time.
City Level: Overview:
The objective of the city level is to reduce the power consumption of the city. The player has to turn off the power in buildings with no inhabitants in order to keep the energy bar down. The player wins when we the timer runs out. When the player turns off the power in a building that has inhabitants, the building gets short-circuited which damages the player. The rubber boots protect the player from short-circuited buildings (which damage the player). Once the player has finished the level (by running the timer down), the player must return to the NPC to progress to the next level.
Cheat Code: The player can press the letter “J” to skip the level and progress to the next level. Pressing “J” will also show the cutscene so that the player can see the transition from the dirty, polluted city to a clean city.
Points/Scoring:
There is live score update which changes depending on the users actions
The scoring is based on 3 elements:
- Clouds destroyed
- Difference of energy bar
- Health lost
Point Breakdown:
- Each cloud destroyed results in 500 points
- Each life lost results in 100 less points
- Each % of difference in energy bar results in 50 less points
Highlights:
- Some highlights of the city level are mentioned below:
- Sound/Music, the player should have their sound turned up to hear the level-specific music and sounds
- Cutscenes, beginning and end cutscene to highlight the differences the player has made
- NPC dialogue FSM, the level only progresses when the player finishes the quest set, otherwise the NPC will continue to ask the player to finish his/her task
- The player should aim to lose 5 health at some point to trigger the “Try Again” screen
- Rng through random buildings turning lights on
- Acid rain clouds AI that stick within map borders
- Creation of the clouds, buildings and boot art assets