CPSC 4160/6160: �Milestone 1 Presentation�
Grace Gattman
CPSC 4160
Game description
Name title:
Mage Potioneer
Genre:
Mage Potioneer is a casual puzzle and resource management game.
The player navigates the game through two main game screens: a top-down open space to collect a variety of ingredients, and a potion-making interface where the collected ingredients can be combined in a variety of ways to create many different potions.
Game description
Game Objectives:
The player is a mage who wants to open a potion shop, but wants to make sure they know how to make every kind of potion before doing so. As such, they explore the wilderness near their home to collect materials to test different ingredient combinations.
Game description
Game Objectives:
Each playthrough, the map for player exploration has randomized ingredient placements. Ingredients are not limited to spawn in specific areas of the map, so players are encouraged to explore as much as possible to gather a variety of ingredients.
A timer at the top of the screen will display the amount of time left in the collection mode, with the starting time being 30 seconds. This time limit decreases as player progression increases, with the fourth and final level having a time limit of 15 seconds.
The amount of total potions available for creation is 16, with 4 made per level, not counting the bonus potions that grant power-ups for creating every potion for a level.
Game information
Skill rating: 8+ year-olds.
Younger players need to be able to explore in a time limit, and think creatively to combine ingredients in new ways.
This is not a combat or action-focused game, so players will tend to be less interested those topics.
Audience: All above 8 years old interested in non-combat focused games.
Game references
Entities – Player character
Entities - Items
Game mechanics
Character Control
Effects
Collision Detection
Think technically what modules you will need to create your game.
Physics/Dev Plan
Think technically what modules you will need to create your game.
Software architecture
Software architecture
Collision detection and user input will be handled in overall game loop.
If statements based on game phase will handle what is printed to the screen and what player actions are considered, ex.
The transition from collection phase to mixing phase is automatic for each level, and the mixing phase for level 1 progresses to the collection phase for level 2 (for example) with a player-input click on the final mixing screen overlay.
Timeline
(Dates subject to change based on progress and expected progress per milestone)