- Profile slow render performance.
- Saving and loading of game world.
- Should be able to save to/load from one of the three profiles.
- Initial phone call conversation (from friend to you): Friend: "Hello, it's <friend_name>! I need your help" Me: "What's going on?" Friend: "There's an infection going around, it's turning the citizens into zombies!" Me: "I'm on my way"
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Fade through black to initial town hall scene.
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Cannot leave town hall until talk with friend.
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Conversation goes something like: Me: "Wow, it's worse than I thought. Where is everyone?" Friend: "I'm so glad you made it. There are people scattered all across the town, I need you to go and rescue them. I'm working on an antidote here." Me: "I'll try - no, I will - get them all!"
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Chest in the town hall, with a small weapon.
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UI should indicate current objective.
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UI should have a point counter, which goes up with each kill. Later on, curing should increase this more.
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Exit town hall.
- Outside should be an indicator of where to bring the hostages (rounded rectangle?).
- Maybe a tooltip outlining exactly what to do?
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Bring the hostages back to the indicated area.
- Zombies deal damage to the player.
- Zombies deal damage to the hostages.
- Hostages move towards the player, and away from nearby zombies.
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Different weapons could be available.
- Pistol: - Range: short - Cooldown: medium - Number of shots: medium - Damage: high
- Rifle: - Range: long - Cooldown: long - Number of shots: low - Damage: high
- Slingshot (shoots multiple projectiles): - Range: short - Cooldown: medium - Number of shots: medium - Damage: low (per projectile)
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Weapons should have a stun mode, which only temporarily disables the zombies. - [ ] Perhaps a blue projectile instead of the normal black one? - [ ] To make the choice between shoot and stun more relevant, maybe stun can fail and enrage the zombie (for a limited time?). Enraged zombies would move faster and do more damage. Or perhaps enraged zombies can infect hostages.
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UI should indicate number of hostages saved (perhaps in the objective tooltip?).
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UI should indicate number of zombies killed (perhaps in the objective tooltip?).
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Minimap should show location of remaining hostages.
- Objective should say something like "I should go talk to <friend_name> now".
- Return to the town hall and speak with the friend: Friend: "Great job, you did it." Me: "How else can I help?" Friend: "I'm developing a cure for the infection, but I'm missing some key ingredients. Can you get me some from around the town?"
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Products should be in chests around the town (e.g. wheat seeds from farms, beakers from the lab).
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Player should place retrieved items in a town hall chest (marked out in UI).
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One building might have its lights out, player can choose to go find a torch.
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Player has limited inventory space, so they must choose what to keep with them.
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Once all the items have been retrieved, friend starts talking again.
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Dialogue: Friend: "Excellent. I have everything I need now." Friend: "That should do it. Here, take this and try cure as many zombies as possible."
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Weapons should now have a third mode (shoot, stun, cure).
- Curing process may take a second or two.
- Curing may fail.
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Player must clear the map of zombies, whether that be by killing or by curing.
- Maybe curing gives more reward points than killing.
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Zombies should be able to re-infect cured hostages.
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Alternatively, perhaps curing is a melee attack, which incentivises stunning the zombie first (and bringing into play the enragement mechanism).