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No.FeatureSizePriorityDescriptionAs a.... I want to.... So that....(other notes)
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1Note SystemM1-click and add infomation/photo to notebook
-able to read resources and notes during events
As a designer I want players to be able to take notes and piece information together
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2Radio mechanicM1-information about the victim
-more channels (alien popnews, alien shows, ads...)
As a designer, I want to make sure all information is as clear as possible, so that players won't get confused and have and hindered performance.
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3Newspaper mechanicS1- clear photo of people
- added on dsscriptions about the people (status, district, work ...)
- maybe more panels for other event (ads, maps, other news, lottery...)
As a player, I want the newspaper to be clearly written and well-informed, so that I can have accessible mean of gathering infomation.
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8small & medium events / storylinesM2-side quest that give player boosts and advantages for the main storylineAs a designer I want to give players the options to follow branching storylines so that the game has more replayability and the player has a more enjoyable experience.
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6Currency SystemM3-as mean to buy supplies/items As a designer I want to provide the player with a currency system so that when the game progresses in difficulty players are able to gain items to aid in their journey.
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17Point-and-click mechanicsL3- making sure the point-and-click mechanics work and feel good for each action / activityAs a player I want the system to be responsive and intuitive so that I can enjoy the game experience without hinderance.
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9Main StorylineL4-have a main storyline player progress, uncover hidden information about this worldAs a designer I want to provide the player with a main storyline to follow and seek out so that they are immersed in the world and it enhances their player experience.
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12Pause Game and Pause ScreenS4- pressing esc will bring a menu which pauses the game and allows u to change settings and go back to the main screen & save progressAs a player I want to be able to pause a game so that I can play the game at my own pace
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7Food/hunger SystemS5-instand of one food per day, have a hungry bar and have the player decide if they need to eat
-maybe have a consistant currency system
As a designer I want to provide a mechanic that balances the game and paces the player so that the player doesn't feel like the game is repetetive and "grindy."
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5Alien behaviors (Voice & Door knocking behavior)M5-a complete alienmaking procedurally generate sheet for content creation
-alien different knocks and talk
As a designer, I want to have varied enemies and behavior so that the gameplay doesn't get repetitive.Discuss.
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13outdoor activity systemXL4- A set of out door activity as players get the freedom to go outside during the day
-eg: go to the forest but you have to judge if your teammates are aliens
As a designer I want to provide our player with more options so that when the game progresses and the difficultiy increases, they feel properly challenged and motivated.Break down into different areas / activities in the outside.
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20Dark pixel art styleXL3-Room, outside / environmental art
- interactable items and props
- character art
- UI and title / end screens
As an artist I want to provide the player with a consistent art style and unique look so that our game is memorable, looks clean and is polished.
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21Newspaper puzzlesM4- small, easy, simple puzzles featured in the daily newspapers that can give players hints or advantages in the main storylineAs a designer I want to provide the player with small daily puzzles in the newspaper so that they always have something to do and are able to progress through the story with certain advantages.
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22Notebook systemL2- being able to place images and text alongside the notebook
- being able to rip out pages
- being able to organize the pages and flip through the notebook easily
As a designer I want to provide the player with a way to be able to keep track of their information at their own pace so that they are able to reach conclusions at their own pace without feeling hindered by the system.
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10Main story and WorldbuildingL1- overall narrative doc
- consistent story and worldbuilding
- dialogue that makes sense within the world
As a designer I want to provide the player with a compelling and consistent narrative so that they are immersed in the world.
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11Randomly generated characters (using sprite sheets)L2- have different sprite sheets with separate assets for each body part
- diff heads, diff legs, diff torsos, diff accessories
- assets for everything used in the hot-update sheet
As a designer I want to have a system where we can mix and match features to make a larger amount of characters so that we save more time creating character art and can provide a better player experience
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14Room environment (non interactable)M4- background art for the room
- the background for where the interactable objects will be placed on top of
As an artist I want to have a background that doesn;t feel disconnected from the interactable objects so that the overall aesthetic is consistent but players still understand which items are interactable and which arent.
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15TutorializationM2-tutorial with minimal text that shows you how to interact with each interactable object
- on the first day of playing
- option to skip
As a player I want to be able to start playing the game with as little confusion as possible so that I can immerse myself in the gameplay easier
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16Save Function!!!!!!!!!!!XXL1- be able to save the game
- have at least 1 save slot
As a player I want to be able to save my game and come back to it at a later time so that I can complete the game at my own pace.
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18Other radio channelsM4-other channels on the radio that the player can switch to
- each gives diff information
- or just filler / worldbuilding
As a designer I want to provide the player with more options regarding the radio mechanic so that there are more ways for the player to figure out information.
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19Post processing and particle effectsS5- post processing
- partcile effects
- possible shaders? Overall visual juice
As a designer I want to provide a juiced and full visual experience so that the game feels complete, polished, and neatly tied together visually alongside the gameplay.
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20Interactable map of the outsideL4- map that can be interacted with to take you to different places
- takes u to different scenes
- need the art for it, UI, screen
As a player I want to have a map that is easy to read and understand so that the game provides more options and doesn't hinder my gameplay experience
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21Separate Day and Night SystemsL4-have different tasks / moves possible depending on the time of the dayAs a designer I want to provide the player with more possible moves during different times of the day so that there are more possibilities for uncovering the narrative
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22Environmental / background music and soundM4- have sounds and background music that add to the world and player experienceAs a designer I want to provide the player with a more immersive experience that fits the aesthetic and vibe of the game so that the entire game has a cohesive aesthetic
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23Sound effects when interacting with objectsM4-have sounds attached to interactable objects to add juiceAs a player I want to have sounds on important objects so that I have a better understanding of how important some objects are and what their uses are
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24Sound effects when interacting with UI elementsS4-have sounds attached to interactable UI elements / buttons to add juiceAs a player I want to have sounds that play when I interact with UI elements so that the game feels more responsive.
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25Tutorial screen that is pulled up from the "how to" button in the pause menu UIS4A screen that shows what mechanic does what and how to use it. Simple, just in case players need a refresher. Includes specific overlay tutorial panels for Radio and Notebook mechanicsAs a player I want to be able to look back on the tutorial and controls so that if I need a refresher I can always get one without hindering gameplay.
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26Start Menu with optionsS5A title screen with the title of the game, fits into the games aesthetic, has different options: quit, play, save, settings, other infoAs a player I want to be able to launch a game and have a start screen so that I have time to process the feel and environment of the game without getting overwhlemed and being launched directly into it.
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27Clock that keeps track of the time left in the dayM2A visual clock asset in the room that shows how much time has passed and how much time is left in the day.As a player I want to be able to see how much time I have left in a game so that I can strategize better, especially in a survival horror game where time is very important.
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28Weekly newspaper (released on Sunday)L2A newspaper delivered once a week on Sunday, separate from the main daily newspaper mechanic.As a designer I want to provide a separate game item that provides information to the player that is separate from the regular newspaper victim information so that it is easier for players to prioritize and recieve information.
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29Pen and Eraser MechanicM1Being able to pick up different tools on the notebook. Giving the option to write lines and erase the lines made in the notebook.As a designer I want to give players the abilities to both write and erase in a pen-using system so that it's a familiar mechanic from other pen-writing programs.
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30Weekly fashion catalogueM2A catalogue with all the available fashions of the week.As a player I want to have a resource where I can keep track of all the clothing items available so that it's easier for me to understand the radio descriptions.
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31UI Buttons with different optionsM2Different UI buttons with different options - all custom made for the game's aesthetics and uses (no premade buttons / assets).As a player I want to have elements in the UI that I can click on so that I can navigate through different screens and options easily and in a way I am used to.
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32"Introduction" screen with found footage aesthetic that introduces the world to the playerS1A cutscene-type screen with text before the first day of the game displayed in a found-footage aesthetic introducing the situation of Dorcha to the players.As a player I want to have an immediate impression of the game world I have stepped into so that I am more immersed in the story and understand my motivations clearly.
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33Different endingsL2Different endings that are triggered through different events throughout the game: Starve to death, get eaten by monster, Xenovore ending success and failure, get arrested, go to shelter.As a designer I want to provide the player with different triggers for different endings so that our game has higher replayability.
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34"Sleep" MechanicS3Players have the ability to end the day early.As a player I want to have the option to end the day earlier so that I can play each day at my own pace.
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35Survival GuideM2A journal that is placed in the room from the first day; gives player major narrative information and instructions on how to survive.As a player I want to have some in-game item/guide that I can always reference so that I never lose track of important information.
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36Main Menu / Start screenS4The opening scene of a game; gives players options to start new game, continue previous game, or close game.As a player I want to have a main menu and start screen so that I have an introduction to the game before actually playing the game and because it is something that is expected of every game.
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37Options menu with pause and other optionsM3An options menu that appears when you pause the game; lets you change screen resolution, specific sound settings, and allows you to go back to the main menu.As a player I want to be able to pause a game and have different options so that I can customize my own sound settings and screen size.
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38Warning panelsS2Panels that warn the player that certain actions cannot be undone; for throwing away things in the trash can and ending a day early.As a designer I want to provide the player with a warning when making decisions that cannot be undone so that they understand certain actions cannot be undone and don't feel like they are facing unfair consequences.
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39PrologueM3A 'pre-game' scene that is distinguishable from the real gameplay in which the player is playing as another, unintroduced character. Here the player has time to mess around with the mechanics and be introduced to the monster and the peephole.As a designer I want to provide the player with a prologue so that they are introduced to the main threat of the game and so that they understand the door and peephole mechanic before it has any real in-game consequences.
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40Camera and picture-taking mechanicM2A camera game object that lets players take a picture of anything in the game view when they click and drag their mouse. Automatically creates a picture which spawns on the floor in front of you.As a designer I want to provide the players with the ability to take pictures so that they have a reference they can turn in for in-game events such as the police and the bounty hunter. Also so that they can paste these images in their notebook.
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41Power generator mechanicS2A power generator that can be purchased from the underground Dorchan merchant- it provides electricity in the player's room after there is a major blackout in Dorcha.As a designer I want to provide a limitation on using the light at the peephole so that the player always has something to keep track of and so that other mechanics are not overpowered and unbalanced.
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42Ending statsM5Stats that appear when you win or lose a game; giving information on how many days you lasted, how many monsters you caught, etc.As a player I want to see my ending stats when I finish a game/round so that I can reflect on my actions and have motivation to surpass my stats on the next round. (As a designer; increases replayability)
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