| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | ||
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1 | No. | Feature | Size | Priority | Description | As a.... I want to.... So that.... | (other notes) | ||||||||||||||||||||||
2 | 1 | Note System | M | 1 | -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 | |||||||||||||||||||||||
3 | 2 | Radio mechanic | M | 1 | -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. | |||||||||||||||||||||||
4 | 3 | Newspaper mechanic | S | 1 | - 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. | |||||||||||||||||||||||
5 | 8 | small & medium events / storylines | M | 2 | -side quest that give player boosts and advantages for the main storyline | As 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. | |||||||||||||||||||||||
6 | 6 | Currency System | M | 3 | -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. | |||||||||||||||||||||||
7 | 17 | Point-and-click mechanics | L | 3 | - making sure the point-and-click mechanics work and feel good for each action / activity | As a player I want the system to be responsive and intuitive so that I can enjoy the game experience without hinderance. | |||||||||||||||||||||||
8 | 9 | Main Storyline | L | 4 | -have a main storyline player progress, uncover hidden information about this world | As 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. | |||||||||||||||||||||||
9 | 12 | Pause Game and Pause Screen | S | 4 | - pressing esc will bring a menu which pauses the game and allows u to change settings and go back to the main screen & save progress | As a player I want to be able to pause a game so that I can play the game at my own pace | |||||||||||||||||||||||
10 | 7 | Food/hunger System | S | 5 | -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." | |||||||||||||||||||||||
11 | 5 | Alien behaviors (Voice & Door knocking behavior) | M | 5 | -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. | ||||||||||||||||||||||
12 | 13 | outdoor activity system | XL | 4 | - 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. | ||||||||||||||||||||||
13 | 20 | Dark pixel art style | XL | 3 | -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. | |||||||||||||||||||||||
14 | 21 | Newspaper puzzles | M | 4 | - small, easy, simple puzzles featured in the daily newspapers that can give players hints or advantages in the main storyline | As 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. | |||||||||||||||||||||||
15 | 22 | Notebook system | L | 2 | - 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. | |||||||||||||||||||||||
16 | 10 | Main story and Worldbuilding | L | 1 | - 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. | |||||||||||||||||||||||
17 | 11 | Randomly generated characters (using sprite sheets) | L | 2 | - 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 | |||||||||||||||||||||||
18 | 14 | Room environment (non interactable) | M | 4 | - 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. | |||||||||||||||||||||||
19 | 15 | Tutorialization | M | 2 | -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 | |||||||||||||||||||||||
20 | 16 | Save Function!!!!!!!!!!! | XXL | 1 | - 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. | |||||||||||||||||||||||
21 | 18 | Other radio channels | M | 4 | -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. | |||||||||||||||||||||||
22 | 19 | Post processing and particle effects | S | 5 | - 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. | |||||||||||||||||||||||
23 | 20 | Interactable map of the outside | L | 4 | - 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 | |||||||||||||||||||||||
24 | 21 | Separate Day and Night Systems | L | 4 | -have different tasks / moves possible depending on the time of the day | As 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 | |||||||||||||||||||||||
25 | 22 | Environmental / background music and sound | M | 4 | - have sounds and background music that add to the world and player experience | As 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 | |||||||||||||||||||||||
26 | 23 | Sound effects when interacting with objects | M | 4 | -have sounds attached to interactable objects to add juice | As 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 | |||||||||||||||||||||||
27 | 24 | Sound effects when interacting with UI elements | S | 4 | -have sounds attached to interactable UI elements / buttons to add juice | As a player I want to have sounds that play when I interact with UI elements so that the game feels more responsive. | |||||||||||||||||||||||
28 | 25 | Tutorial screen that is pulled up from the "how to" button in the pause menu UI | S | 4 | A 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 mechanics | As 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. | |||||||||||||||||||||||
29 | 26 | Start Menu with options | S | 5 | A title screen with the title of the game, fits into the games aesthetic, has different options: quit, play, save, settings, other info | As 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. | |||||||||||||||||||||||
30 | 27 | Clock that keeps track of the time left in the day | M | 2 | A 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. | |||||||||||||||||||||||
31 | 28 | Weekly newspaper (released on Sunday) | L | 2 | A 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. | |||||||||||||||||||||||
32 | 29 | Pen and Eraser Mechanic | M | 1 | Being 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. | |||||||||||||||||||||||
33 | 30 | Weekly fashion catalogue | M | 2 | A 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. | |||||||||||||||||||||||
34 | 31 | UI Buttons with different options | M | 2 | Different 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. | |||||||||||||||||||||||
35 | 32 | "Introduction" screen with found footage aesthetic that introduces the world to the player | S | 1 | A 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. | |||||||||||||||||||||||
36 | 33 | Different endings | L | 2 | Different 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. | |||||||||||||||||||||||
37 | 34 | "Sleep" Mechanic | S | 3 | Players 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. | |||||||||||||||||||||||
38 | 35 | Survival Guide | M | 2 | A 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. | |||||||||||||||||||||||
39 | 36 | Main Menu / Start screen | S | 4 | The 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. | |||||||||||||||||||||||
40 | 37 | Options menu with pause and other options | M | 3 | An 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. | |||||||||||||||||||||||
41 | 38 | Warning panels | S | 2 | Panels 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. | |||||||||||||||||||||||
42 | 39 | Prologue | M | 3 | A '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. | |||||||||||||||||||||||
43 | 40 | Camera and picture-taking mechanic | M | 2 | A 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. | |||||||||||||||||||||||
44 | 41 | Power generator mechanic | S | 2 | A 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. | |||||||||||||||||||||||
45 | 42 | Ending stats | M | 5 | Stats 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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