* 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 [6/8] + [X] Basic terrain + [X] Ground texture + [X] Trees/plants + [X] Sky + [X] Pond + [X] Power lines + [ ] Places + [ ] Roads