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README.md
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# Night Golf
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## Overview
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You sneak onto a golf course at night. You have a limited number of golf balls
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that glow in the dark, and tees. Magically, the pins for each hole light up, but
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otherwise each hole is shrouded in darkness. As you hit your ball towards the
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pin, the ball lights up the course, revealing surprises and obstacles that you
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interact with as you move to your next shot. Each of these events provides
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narration, rewards, and more. Once you run out of glow-in-the-dark balls or
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tees, or if you make yourself too known to the groundskeeper, your playtime is
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over.
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## Gameplay Loop
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Each hole starts off shrouded in darkness, even if you've played before. At any
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point while playing, the player can reference their scorecard to see what hole
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they are playing, and the expected shape and hazards of the course. The player
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starts at the tee-box. The player lines up their shot on the aiming screen,
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proceeds to the swing screen, and then is shown the results as the ball flies
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over the course, illuminating a path beneath it. Play then transitions to the
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travel screen, where the player is now free to travel towards their ball. If
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they venture too far outside the illuminated path, they risk getting lost or
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being discovered by the groundskeeper. Then continue to hit their ball until
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they finish the hole. After 9 holes, the player finishes their round of night
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golf. This may change to 18 holes in the future.
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## States
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### Scorecard Screen
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The scorecard state shows the current status of the current run, as well as the
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course layout, and acts as the pause and menu screen. The player can see their
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current score, see the non-obscured layout of each hole, access the save and
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load system, access any in-game modifiable options, and quit the game.
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### Aiming Screen
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The aiming screen is a small precursor screen to the swing screen. It allows the
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player to line up the direction of their shot. This screen is basically a black
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rectangle, with an icon representing the player at the bottom, an icon
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representing the hole/pin at the top, and a dashed line from the player
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extending towards the top indicating the intended direction of hit.
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### Swing Screen
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The swing screen is how the player performs their hits. After lining up the show
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on the aiming screen, the player now must determine first their stance at the
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ball, and then the power of their swing. The stance will determine height of
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shot versus distance of shot, while the power will determine the intensity of
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the shot.
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> For example, if hitting a ball over a hazard onto the green, the player may
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> want to setup for height with high power, to safely cover the hazard, but not
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> fly too far.
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### Results Screen
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Immediately after the player sets their stance and power, the game transitions
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to an animation of the swing, and follows the ball in it's trajectory,
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illuminating a path beneath it.
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### Travel Screen
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After the results are shown, the player is free to wander the hole as they wish.
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As the move towards their ball, they will encounter events, as detailed below.
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When the player arrives at their ball, they are returned to the aiming screen.
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### Miscellaneous/Cutscene Screens
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Unlike the other screens, these screens will be minimally or not interactive.
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At each new hole, a small introduction screen may be shown, indicating the
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number, the par, and maybe other relevant details about the hole.
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Each event will show a screen with the details of the event and the results.
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At game-over, a screen will show with details of why the game ended, which will
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then drop the player to a special scorecard screen where they can see their
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score, any rewards from their run, and start a new run, or otherwise interact
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with the menus.
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## Mechanic Specifics
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### Balls and Tees
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These resources could be thought of as lives. You need a ball to play, and you
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need a tee to tee-off at the beginning of each hole. You may finish a hole
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without a tee, but you cannot finish a hole without ball. Events during play may
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give the player more tees and balls, with tees being much more common. Both tees
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and balls are reusable, with tees breaking much more frequently than balls being
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lost.
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### Clubs
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The player starts with a set of 5 clubs: 3-wood, 5-iron, 8-iron, sand wedge, and
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putter. Each club has certain statistics which make it better or worse at
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different shots. The exception is the putter, which can only be used on or near
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the green. As the player plays the game, they may discover new clubs that add to
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or improve their set of clubs.
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### Swinging
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The main action mechanic will be lining up and performing a hit. There are
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multiple factors which contribute to a hit:
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- Stance: how close the player is to the ball, and how close the club is to the
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ball. This will affect the trajectory of the ball significantly.
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- Club: each club has statistics which establish and influence different results
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of a hit. These include power (minimum and maximum distance), angle (minimum
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and maximum height), and accuracy (chance to slice/hook).
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- Events: certain events may add modifiers to a players swing, either for a
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certain number of swings, or for a run.
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- "Charms": permanent extras that the player equips onto their bag may modify
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the players swing.
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### Events
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The main narration mechanic of the game is events. Events happen at every step
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of the game, with some events being expected and generic (i.e., the player tees
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off), but others being unexpected or unique (i.e., the player begins to tee off,
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but is tackled by a swamp monster). Generally speaking, events happen during the
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travel screen state, and are a way to provide rewards to the player. Some events
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include:
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- Finding extra tees or balls
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- Finding new clubs
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- Losing a ball or losing a/some tee(s)
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- Gaining a temporary boon to improve your swing
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- Suffering a temporary setback which degrades your swing
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