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diff --git a/design.org b/design.org new file mode 100644 index 0000000..3cd3462 --- /dev/null +++ b/design.org @@ -0,0 +1,104 @@ +* General concept +A old creepy hag asks you to find something. Her request is very strange and +vague. If you bring back the wrong thing too many times she snaps your neck, if +you don't find it fast enough she snaps your neck, if you do *anything* wrong +she snaps your neck! If you find it you are rewarded a sticky nickel, old +mint... + +* Style +Surrealism, dry humor, dark humor, absurdity... Basically Whangdoodle Land +turned ghetto. You can freely roam the open world but its best to stay focused +on the task at hand and also keep your eyes pealed for things that might be +helpful in up coming requests. + +It will be made with poorly done 3d graphics. Colorful yet dark, magical yet +run down (like a out of order Disney Land)... + +* Game play +You pretty much have to bend over backwards to find whatever the old hag +wants. This includes asking the very strange looking npcs, building crazy rigs +to get places, trading items at suspicious shops, digging through trashcans, +fishing in the radio active pond, searching a prostitute's /fuck holes/... + +* End of game +On the last request you will have the items required for killing the old +hag. You will come across a old hag killing guide while doing the last +request. If you kill her you win. If you are a good boy and continue as she +said you will have your neck snapped no matter what you do. + +* Characters ++ Kiddo the main character. ++ Samantha the old hag. ++ John the shop keeper (just Ron with a beard and mostly bald head). ++ Ron the music store owner (just John with a mustache and long hair). ++ Tod the bartender (also looks like John and Ron). ++ Bethany the prostitute. ++ Frog Man the christian plug. ++ Jesus. + +* Place ++ Back woods. Most of the world. ++ Samantha's spot. Just a trash pile under a tree. ++ John's shop (you will never see John and Ron in the same place at the same + time). ++ Ron's shop. ++ Laundromat. ++ Frog Man's spot. Its just a bean bag chair in a cardboard hut behind a + dumpster. ++ Bethany's place. ++ Public park. ++ Radio active pond. ++ Bar, /there is no bar everyone just gets wasted in the streets./ ++ The church. + +* Items you need to find +1. Car keys. +2. Can of conk (off brand coke). +3. Half smoked cig. +4. Creepy doll. +5. Funky gun (its always aimed at the person holding it). +6. Half melted ice cream sandwich. +7. Holy bible. +8. White jazz bass. +9. Guitar pick. +10. Pair of old boots (do not bring back a pair of new boots or at least ones + that look new). +11. Three eyed fish. +12. Sad looking x-max tree. +13. Massive hard drive. +14. The real Easter Bunny (for the Easter BBQ). +15. Stolen skateboard. +16. Cat skeleton. +17. /Bitches Stew by Meter David/ record copy. +18. Used condom. +19. Laptop running Haiku OS. +20. Nuclear Ninja Tortoise. + +* Design and programming ++ It will have a open world making heavy use of height maps. ++ No real physics, just dummy physics. ++ Nearly everything will be a intractable object. ++ Very lite and careful use of memory allocation. Use the stack a lot more. ++ Procedural generation. ++ Use bounding volume hierarchy for entities (the game is quite static). ++ Mesh instancing as much as possible. + +** Intractable objects +All objects will have a simple object id. When you interact with it the +procedure for that object will be called. The ids can also be used for mesh +instancing. + +** Procedural generation +The world will be procedural generated and try to make sure every world it +creates is possible to beat. A little wack is fine as long as its +beatable. Since most of the world will just be a height map a image will be +generated first than rest of the world will be based around it. + +* TODO World generation check list [1/6] ++ [X] Basic terrain ++ [ ] Trees/plants ++ [ ] Pond ++ [ ] Power lines ++ [ ] Buildings ++ [ ] Roads + |