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Tunnel Chasers™ Game Design Document
All information regarding game mechanics is found here
Game Characteristics
The game is to have three major environments:
• An overworld
• Sneaking levels
• Endless runner levels
• Confrontation levels
Today, Feb 5th 2023, a technical meeting took place to discuss and determine the most suitable programming language for the project. After thorough discussion and examination, the team reached a majority consensus to select Lua as the programming language of choice.
The Overworld environment is the level selector. Layout is inspired by the CCC school map, it is NOT a replica. Name of the fictional College is Cornelius Community College.
Accessible buildings listed by level of difficulty:
• Liebeary (Sneaking Tutorial) - in reference to the Library
• Mechung Building (TunnelRunner Tutorial) - in reference to the Chemung Building
• The Arena (Battle Tutorial) - in reference to the Gym
• Science Building (Introduces the tunnels) - in reference to the Schuyler Building
• The Rares - in reference to the Commons building
Non accessible (locked) buildings, just cosmetic:
• The Planetarium - in reference to the Digital Dome
• Reuben Building - in reference to the Steuben Building
• Pearl Hall - in refence to the Perry Hall
For the Sneaking Levels it was proposed to change camera perspective from a front view side scroller (similar to platformers) to a top view scroller (similar to Undertale, Earthbound, or Pokemon).
The player moves freely within the bounds of the sneaking levels, walking up, down, left, and right.
The controller has a sneaking button, an interaction / item button, an inventory menu button, and a pause menu button. TBD
The Player has the ability to interact with multiple objects and potentially switches TBD. Interactable World Objects:
• Hiding objects: Player hides inside these. E.g. lockers, desks, etc.
• Locked and Unlocked Doors: If the door is locked, the player needs a specific type of key to unlock it. If the Door is unlocked, the player can open it and access the unlocked room.
• Keypads: Some doors will require a code to unlock.
• Light switches: Turn on and off lights TBD.
• A special hiding object, that only Paradox can hide inside of TBD
The Player finds a variety of items scattered around throughout the levels.
• Keys: to open locked doors.
• Coins: these are scarce around the levels. Coins are used as lifes; whenever the Player is arrested and sent to court, the Player may use the coins to pay a fine and Continue where they left off. Otherwise, it's game over and the Player is sent to Jail.
• Donuts: the Player can strategically place donuts on the floor to distract Officers from their patrolling paths.
• First Aid Kit (used only during arguments): whenever the Player receives damage, the Player can heal themselves as long as they have First Aid Kits.
• Energy Drink (used only during chases): During a chase scene, the Player can use an energy drinks to get a temporary speed boost to outrun the chasing Officer.
• Lockpick (Nox ONLY): Can be reused up to five times TBD