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GDD
ReverendOfRustles edited this page Jan 22, 2017
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Primary Mechanics:
- Rage - lose the game if it fills up, increases when dealing with customers, decreases when killing customers
- Customers - queue up after getting their shopping, have to be served at the til to get rid of them. Customers have rage. fail if: (avgRageOfQueue > 70). rage between 0-100.
- Score - The player bags points when successfully putting a customer's items through the till. Score is calculated depending on customer anger and how long they were waiting in the queue
Secondary Mechanics:
- Trap placement - free tasters, displays (physics, if tipped onto a customer, they die), mopped floor (no sign - avoid signs), sale sign to place on an item
- Interaction points - freezer (push into)
- Witnesses
Shopping item location and displacement- Combat: knife (one stab one kill) or can of beans and whack them
- Food items - player has to stock shelves with a food spawner that lasts for "3" customer uses. when all used up, player will have to then restock the shelves. if the food item the customer wants is not in stock (they'll travel to the last stocked place the food was at) they'll get a premature boost to their anger and skip getting that item. Anger doesnt go up due to how long it takes to find an item
- Food supply bins - located in an employee area, player can interact with these to get a food spawner item they can place on shelves. also bins to throw depleted stock into.
Bodies: disappear after 5-10 seconds
Animations:
- Idle
- walking
- punch/whack
- freezer takedown
- checkout (till)
- pick up grocery bag
- container bins - for food supply
Place groceries around the shop in order to lure customers around the shop, make the longest path, lure customers away from others to kill them. Customers show above them what they want to buy
- There are multiple aisle slots where shopping items can go
- Each item has stock which gets decreased when AI take from it
- Player can restock items (by going next to it and using an action)
- Player can grab an item and move it to a different aisle slot
- The player can only carry one item at a time (that's Jake's task I think)
Customer AI:
- Customer enters the store with a shopping list of 2 to 3 items
- While the customer has an item on their list they will move towards its expected location
- If the customer is unable to find the item at the expected they will search for the item at a random destination from all aisle slots (2 or 3 random and finally the correct place)
- When a customer is at the item, they will pick it up (wait) and then setup a new goal
- When the customer's shopping list is done they will move to a queue and wait
- When the customer gets served they will move from the front of the queue to the exit
- When the front customer leaves the queue all other customers will move one position forward
- At any point in time a customer can become dead, at which point all their goals in life disappear and after 10 seconds they cease to exist