Difference between revisions of "Item List"
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Design Document – List of game objects | Design Document – List of game objects | ||
This list is subject to change and revision. | This list is subject to change and revision. | ||
| − | Tool List – Ship Sections | + | |
| + | <br /> | ||
| + | ===Tool List – Ship Sections=== | ||
| + | |||
'''Magnet Ball''' | '''Magnet Ball''' | ||
| − | Aesthetics: A mechanical Ball with veins of energy covering it. When activated it emits a coloured beam of energy which connects to whatever it is attracted to. | + | |
| − | Behaviour: It is attracted to various objects. It is light so it will not pull in objects that are far away or too heavy. When it is being attracted to something a beam of energy connects between the ball and the other item. | + | Aesthetics: A mechanical Ball with veins of energy covering it. When activated it emits a coloured beam of energy which connects to whatever it is attracted to.<br /> |
| + | Behaviour: It is attracted to various objects. It is light so it will not pull in objects that are far away or too heavy. When it is being attracted to something a beam of energy connects between the ball and the other item. <br /> | ||
Control: The player drags the ball around the screen. When it is in close proximity to an item it can be attracted to it automatically activates. It can then be used to move objects around, add weight, connect to other magnet balls or create a small impact of the player releases the ball (the beam of energy acts like elastic sending the ball flying into the item it’s attracted to) | Control: The player drags the ball around the screen. When it is in close proximity to an item it can be attracted to it automatically activates. It can then be used to move objects around, add weight, connect to other magnet balls or create a small impact of the player releases the ball (the beam of energy acts like elastic sending the ball flying into the item it’s attracted to) | ||
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'''Force Field''' | '''Force Field''' | ||
| − | Aesthetics: Semi transparent with some sparkly particles. Viewable at any angle. At the base there is an emitter. A switch is connected via wires which are used for turning on and off. When shut down the field itself fades but the emitter remains. | + | |
| − | Behaviour: Blocks Lost from advancing and the player from interacting directly with objects on the side lost is not on. | + | Aesthetics: Semi transparent with some sparkly particles. Viewable at any angle. At the base there is an emitter. A switch is connected via wires which are used for turning on and off. When shut down the field itself fades but the emitter remains.<br /> |
| − | Control: A switch on the wall connected via cables controls the force fields. The player will not always be able to directly access these controls. | + | Behaviour: Blocks Lost from advancing and the player from interacting directly with objects on the side lost is not on.<br /> |
| − | Weight Switches | + | Control: A switch on the wall connected via cables controls the force fields. The player will not always be able to directly access these controls.<br /> |
| − | Aesthetics: Takes various shapes and forms. Could be a bucket attached to a chain, a see saw like puzzle or anything. | + | |
| − | Behaviour: The player must add weight to activate the switch. Once activated it can have any effect helping the player advance such as opening doors, granting objects etc. | + | |
| + | '''Weight Switches''' | ||
| + | |||
| + | Aesthetics: Takes various shapes and forms. Could be a bucket attached to a chain, a see saw like puzzle or anything.<br /> | ||
| + | Behaviour: The player must add weight to activate the switch. Once activated it can have any effect helping the player advance such as opening doors, granting objects etc.<br /> | ||
Control: The player must directly or indirectly add weight to the switch. Different objects have different weight values. Some switches require more weight than others. | Control: The player must directly or indirectly add weight to the switch. Different objects have different weight values. Some switches require more weight than others. | ||
| + | |||
'''Claw/Crane''' | '''Claw/Crane''' | ||
| − | Aesthetics: A large mechanical Claw, attached to its base via cord. | + | Aesthetics: A large mechanical Claw, attached to its base via cord.<br /> |
| − | Behaviour: When activated the claw lowers, opens then latches onto anything directly beneath it that is lift able. It then rises and on further input swings around and lowers/releases what it is holding in a new location. | + | Behaviour: When activated the claw lowers, opens then latches onto anything directly beneath it that is lift able. It then rises and on further input swings around and lowers/releases what it is holding in a new location.<br /> |
Control: Tapping the claw causes it to lower and release/grab. Tapping the base causes it to swing/move. It only has 2 positions, claw to the left of the base and claw to the right. | Control: Tapping the claw causes it to lower and release/grab. Tapping the base causes it to swing/move. It only has 2 positions, claw to the left of the base and claw to the right. | ||
| + | |||
'''Visor of Truth''' | '''Visor of Truth''' | ||
| − | Aesthetics: When activated, a visor appears over Lost’s eyes. Looks badass. Has a very familiar effect on the screen. | + | Aesthetics: When activated, a visor appears over Lost’s eyes. Looks badass. Has a very familiar effect on the screen.<br /> |
| − | Behaviour: A circular radius follows the player’s pointer/touch which reveals hidden or invisible objects. | + | Behaviour: A circular radius follows the player’s pointer/touch which reveals hidden or invisible objects.<br /> |
| − | + | Control: Activated by tapping Lost. | |
| + | |||
'''Key Card''' | '''Key Card''' | ||
| − | Aesthetics: A small electronic key card used to open doors. | + | Aesthetics: A small electronic key card used to open doors.<br /> |
| − | Behaviour: Once the player has obtained the key card, they can use it on a locked door to unlock it. | + | Behaviour: Once the player has obtained the key card, they can use it on a locked door to unlock it.<br /> |
Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used. | Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used. | ||
| + | |||
| + | |||
==Item List – Ship Sections== | ==Item List – Ship Sections== | ||
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Behaviour: The player can pick up the jar. The alien is loose in the jar, so if the player shakes the jar he rattles around. The creature’s eye follows the player’s mouse pointer/lost if the player isn’t touching the screen. Weight: Light. | Behaviour: The player can pick up the jar. The alien is loose in the jar, so if the player shakes the jar he rattles around. The creature’s eye follows the player’s mouse pointer/lost if the player isn’t touching the screen. Weight: Light. | ||
| − | '''[[Maintenance | + | '''[[Maintenance droid]]''' |
Aesthetics: Cute, very small and speedy. See Wall-E’s robots for reference. Fitted out for cleaning, has a flashing light on its head. | Aesthetics: Cute, very small and speedy. See Wall-E’s robots for reference. Fitted out for cleaning, has a flashing light on its head. | ||
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Oxygen tank | Oxygen tank | ||
Aesthetics: These are lined against the wall, used in case of emergencies. | Aesthetics: These are lined against the wall, used in case of emergencies. | ||
| − | + | Behaviour: Useful as extra weight, or perhaps as a battering ram. Weight: Light. | |
'''Power Cell''' | '''Power Cell''' | ||
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Aesthetics: A ball of pure energy. It glows bright and at its centre is a cortex of dark energy. | Aesthetics: A ball of pure energy. It glows bright and at its centre is a cortex of dark energy. | ||
Behaviour: Extremely erratic, it has no weight and is hard to control. When disturbed it violently bounces from wall to wall. It cannot be grabbed. The player can only contain it by cornering it between object/walls. Weight: None. | Behaviour: Extremely erratic, it has no weight and is hard to control. When disturbed it violently bounces from wall to wall. It cannot be grabbed. The player can only contain it by cornering it between object/walls. Weight: None. | ||
| − | Escaped Test Tube Creature | + | |
| + | '''Escaped Test Tube Creature''' | ||
| + | |||
Aesthetics: The same creature from the test tube, but running free. | Aesthetics: The same creature from the test tube, but running free. | ||
Behaviour: While it is alive, it dashes away from the pointer/touch. If squashed by something, it can be used as a weight. As long as these creatures are loose, the room they are in is on lockdown. Weight: Light. | Behaviour: While it is alive, it dashes away from the pointer/touch. If squashed by something, it can be used as a weight. As long as these creatures are loose, the room they are in is on lockdown. Weight: Light. | ||
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'''Book''' | '''Book''' | ||
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Aesthetics: A thick book with a faint sparkly effect surrounding it. | Aesthetics: A thick book with a faint sparkly effect surrounding it. | ||
Behaviour: Once tapped on the book swings open and Lost reads it. It is completely immovable due to magic. Weight: Immovable. | Behaviour: Once tapped on the book swings open and Lost reads it. It is completely immovable due to magic. Weight: Immovable. | ||
| − | + | ||
| − | + | ==Tool List – Dream Sections== | |
| − | Tool List – Dream Sections | + | <br /> |
| − | Under the Sea | + | |
| − | Bubble Gun | + | ===Under the Sea=== |
| + | |||
| + | |||
| + | '''Bubble Gun''' | ||
| + | |||
Aesthetics: looks like a stylised ray gun you might see in a 60s sci-fi flick. | Aesthetics: looks like a stylised ray gun you might see in a 60s sci-fi flick. | ||
Behaviour: Creates a bubble which encloses whatever the player taps. Once in a bubble the item becomes weightless and floats upward. | Behaviour: Creates a bubble which encloses whatever the player taps. Once in a bubble the item becomes weightless and floats upward. | ||
Control: To activate the player taps Lost. They then tap objects in the level and they are enclosed in a bubble. Tapping the bubble causes the item to burst. | Control: To activate the player taps Lost. They then tap objects in the level and they are enclosed in a bubble. Tapping the bubble causes the item to burst. | ||
| − | Fish Whistle | + | |
| + | |||
| + | |||
| + | '''Fish Whistle''' | ||
| + | |||
Aesthetics: A whistle in the shape of a sea shell. | Aesthetics: A whistle in the shape of a sea shell. | ||
Behaviour: Summons a school of fish to Lost. These can be scattered by drawing a line through them. Fish could be used to carry Lost or create a path for her. | Behaviour: Summons a school of fish to Lost. These can be scattered by drawing a line through them. Fish could be used to carry Lost or create a path for her. | ||
Control: To summon, blow the whistle. Can only be used once before scattering the fish. | Control: To summon, blow the whistle. Can only be used once before scattering the fish. | ||
| − | Rusty Old Key | + | |
| + | |||
| + | |||
| + | '''Rusty Old Key''' | ||
| + | |||
Aesthetics: Rusty Old Key | Aesthetics: Rusty Old Key | ||
Behaviour: Can be used to open treasure chests or various ancient locks found on mysterious undersea architecture. | Behaviour: Can be used to open treasure chests or various ancient locks found on mysterious undersea architecture. | ||
Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used. | Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used. | ||
| − | Snow Field/Ice Caves | + | |
| − | Torch | + | |
| + | |||
| + | ===Snow Field/Ice Caves=== | ||
| + | |||
| + | |||
| + | |||
| + | '''Torch''' | ||
| + | |||
| + | |||
| + | |||
Aesthetics: A wooden torch, essentially a stick with material wrapped around the head, set alight. Emits a small amount of smoke. | Aesthetics: A wooden torch, essentially a stick with material wrapped around the head, set alight. Emits a small amount of smoke. | ||
Behaviour: Used by the player to light candles, burn objects and light the way in dark caves. | Behaviour: Used by the player to light candles, burn objects and light the way in dark caves. | ||
| − | + | Control: The player simply drags the item over whatever they want it to interact with. | |
| − | Item List – Dream Sections | + | |
| − | Under the Sea | + | |
| − | Crayfish | + | ==Item List – Dream Sections== |
| + | <br /> | ||
| + | |||
| + | ===Under the Sea=== | ||
| + | |||
| + | |||
| + | |||
| + | '''Crayfish''' | ||
| + | |||
Aesthetics: Looks like a crayfish. | Aesthetics: Looks like a crayfish. | ||
Behaviour: Could be considered the crate of the sea. Except if pushed and then left unattended, it will slowly make its way back to its original position. Weight: Heavy | Behaviour: Could be considered the crate of the sea. Except if pushed and then left unattended, it will slowly make its way back to its original position. Weight: Heavy | ||
| − | Clamshell | + | |
| + | |||
| + | |||
| + | '''Clamshell''' | ||
| + | |||
Aesthetics: Larger than Lost. | Aesthetics: Larger than Lost. | ||
Behaviour: When tapped, slowly opens up to reveal a surprise or helpful item. Weight: Immovable. | Behaviour: When tapped, slowly opens up to reveal a surprise or helpful item. Weight: Immovable. | ||
Rock | Rock | ||
Aesthetics: A rock covered in moss. | Aesthetics: A rock covered in moss. | ||
| − | + | Behaviour: Behaves in a realistic manner. Weight: Heavy. | |
| − | Treasure Chest | + | |
| + | |||
| + | |||
| + | '''Treasure Chest''' | ||
| + | |||
Aesthetics: A large stylised treasure chest that looks aged and worn by the sea. | Aesthetics: A large stylised treasure chest that looks aged and worn by the sea. | ||
Behaviour: Using a key the player can open it to reveal a hidden item. Weight: Immovable. | Behaviour: Using a key the player can open it to reveal a hidden item. Weight: Immovable. | ||
| − | + | <br /> | |
| − | |||
| − | |||
| − | |||
| − | |||
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Latest revision as of 08:53, 6 April 2011
Design Document – List of game objects This list is subject to change and revision.
Contents
Tool List – Ship Sections
Magnet Ball
Aesthetics: A mechanical Ball with veins of energy covering it. When activated it emits a coloured beam of energy which connects to whatever it is attracted to.
Behaviour: It is attracted to various objects. It is light so it will not pull in objects that are far away or too heavy. When it is being attracted to something a beam of energy connects between the ball and the other item.
Control: The player drags the ball around the screen. When it is in close proximity to an item it can be attracted to it automatically activates. It can then be used to move objects around, add weight, connect to other magnet balls or create a small impact of the player releases the ball (the beam of energy acts like elastic sending the ball flying into the item it’s attracted to)
Force Field
Aesthetics: Semi transparent with some sparkly particles. Viewable at any angle. At the base there is an emitter. A switch is connected via wires which are used for turning on and off. When shut down the field itself fades but the emitter remains.
Behaviour: Blocks Lost from advancing and the player from interacting directly with objects on the side lost is not on.
Control: A switch on the wall connected via cables controls the force fields. The player will not always be able to directly access these controls.
Weight Switches
Aesthetics: Takes various shapes and forms. Could be a bucket attached to a chain, a see saw like puzzle or anything.
Behaviour: The player must add weight to activate the switch. Once activated it can have any effect helping the player advance such as opening doors, granting objects etc.
Control: The player must directly or indirectly add weight to the switch. Different objects have different weight values. Some switches require more weight than others.
Claw/Crane
Aesthetics: A large mechanical Claw, attached to its base via cord.
Behaviour: When activated the claw lowers, opens then latches onto anything directly beneath it that is lift able. It then rises and on further input swings around and lowers/releases what it is holding in a new location.
Control: Tapping the claw causes it to lower and release/grab. Tapping the base causes it to swing/move. It only has 2 positions, claw to the left of the base and claw to the right.
Visor of Truth
Aesthetics: When activated, a visor appears over Lost’s eyes. Looks badass. Has a very familiar effect on the screen.
Behaviour: A circular radius follows the player’s pointer/touch which reveals hidden or invisible objects.
Control: Activated by tapping Lost.
Key Card
Aesthetics: A small electronic key card used to open doors.
Behaviour: Once the player has obtained the key card, they can use it on a locked door to unlock it.
Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used.
Item List – Ship Sections
Test Tube Creature
Aesthetics: A cute/ugly alien in a jar. It has one big eye. Behaviour: The player can pick up the jar. The alien is loose in the jar, so if the player shakes the jar he rattles around. The creature’s eye follows the player’s mouse pointer/lost if the player isn’t touching the screen. Weight: Light.
Aesthetics: Cute, very small and speedy. See Wall-E’s robots for reference. Fitted out for cleaning, has a flashing light on its head. Behaviour: Usually found following a set path through a stage, the player will need to be quick with their finger to nab one of these bots. They travel in loops so the player has unlimited chances to capture them. Weight: Medium.
Crates
Aesthetics: It’s a crate that looks appropriate for a space ship. Behaviour: Behaves like a crate. Can only be pushed along the ground by the player, not lifted. Weight: Heavy. Oxygen tank Aesthetics: These are lined against the wall, used in case of emergencies. Behaviour: Useful as extra weight, or perhaps as a battering ram. Weight: Light.
Power Cell
Aesthetics: A ball of pure energy. It glows bright and at its centre is a cortex of dark energy. Behaviour: Extremely erratic, it has no weight and is hard to control. When disturbed it violently bounces from wall to wall. It cannot be grabbed. The player can only contain it by cornering it between object/walls. Weight: None.
Escaped Test Tube Creature
Aesthetics: The same creature from the test tube, but running free. Behaviour: While it is alive, it dashes away from the pointer/touch. If squashed by something, it can be used as a weight. As long as these creatures are loose, the room they are in is on lockdown. Weight: Light.
Book
Aesthetics: A thick book with a faint sparkly effect surrounding it. Behaviour: Once tapped on the book swings open and Lost reads it. It is completely immovable due to magic. Weight: Immovable.
Tool List – Dream Sections
Under the Sea
Bubble Gun
Aesthetics: looks like a stylised ray gun you might see in a 60s sci-fi flick. Behaviour: Creates a bubble which encloses whatever the player taps. Once in a bubble the item becomes weightless and floats upward. Control: To activate the player taps Lost. They then tap objects in the level and they are enclosed in a bubble. Tapping the bubble causes the item to burst.
Fish Whistle
Aesthetics: A whistle in the shape of a sea shell. Behaviour: Summons a school of fish to Lost. These can be scattered by drawing a line through them. Fish could be used to carry Lost or create a path for her. Control: To summon, blow the whistle. Can only be used once before scattering the fish.
Rusty Old Key
Aesthetics: Rusty Old Key Behaviour: Can be used to open treasure chests or various ancient locks found on mysterious undersea architecture. Control: Once collected it goes into Lost’s pocket. It then appears in the top right corner of the screen as a small icon. Touching a lock causes the key to be automatically used.
Snow Field/Ice Caves
Torch
Aesthetics: A wooden torch, essentially a stick with material wrapped around the head, set alight. Emits a small amount of smoke. Behaviour: Used by the player to light candles, burn objects and light the way in dark caves. Control: The player simply drags the item over whatever they want it to interact with.
Item List – Dream Sections
Under the Sea
Crayfish
Aesthetics: Looks like a crayfish. Behaviour: Could be considered the crate of the sea. Except if pushed and then left unattended, it will slowly make its way back to its original position. Weight: Heavy
Clamshell
Aesthetics: Larger than Lost. Behaviour: When tapped, slowly opens up to reveal a surprise or helpful item. Weight: Immovable. Rock Aesthetics: A rock covered in moss. Behaviour: Behaves in a realistic manner. Weight: Heavy.
Treasure Chest
Aesthetics: A large stylised treasure chest that looks aged and worn by the sea. Behaviour: Using a key the player can open it to reveal a hidden item. Weight: Immovable.