From 2236310ec6fb2bdfab1890757c51d6b4416f8743 Mon Sep 17 00:00:00 2001 From: Bill Niblock Date: Fri, 26 Jul 2024 22:27:25 -0400 Subject: [PATCH] First upload --- README.md | 128 ++++++++++++++++++++++++++++++++++++++++++++++++++ nightgolf.tic | Bin 0 -> 32450 bytes 2 files changed, 128 insertions(+) create mode 100644 README.md create mode 100644 nightgolf.tic diff --git a/README.md b/README.md new file mode 100644 index 0000000..8d05c7c --- /dev/null +++ b/README.md @@ -0,0 +1,128 @@ +# Night Golf + +## Overview + +You sneak onto a golf course at night. You have a limited number of golf balls +that glow in the dark, and tees. Magically, the pins for each hole light up, but +otherwise each hole is shrouded in darkness. As you hit your ball towards the +pin, the ball lights up the course, revealing surprises and obstacles that you +interact with as you move to your next shot. Each of these events provides +narration, rewards, and more. Once you run out of glow-in-the-dark balls or +tees, or if you make yourself too known to the groundskeeper, your playtime is +over. + +## Gameplay Loop + +Each hole starts off shrouded in darkness, even if you've played before. At any +point while playing, the player can reference their scorecard to see what hole +they are playing, and the expected shape and hazards of the course. The player +starts at the tee-box. The player lines up their shot on the aiming screen, +proceeds to the swing screen, and then is shown the results as the ball flies +over the course, illuminating a path beneath it. Play then transitions to the +travel screen, where the player is now free to travel towards their ball. If +they venture too far outside the illuminated path, they risk getting lost or +being discovered by the groundskeeper. Then continue to hit their ball until +they finish the hole. After 9 holes, the player finishes their round of night +golf. This may change to 18 holes in the future. + +## States + +### Scorecard Screen + +The scorecard state shows the current status of the current run, as well as the +course layout, and acts as the pause and menu screen. The player can see their +current score, see the non-obscured layout of each hole, access the save and +load system, access any in-game modifiable options, and quit the game. + +### Aiming Screen + +The aiming screen is a small precursor screen to the swing screen. It allows the +player to line up the direction of their shot. This screen is basically a black +rectangle, with an icon representing the player at the bottom, an icon +representing the hole/pin at the top, and a dashed line from the player +extending towards the top indicating the intended direction of hit. + +### Swing Screen + +The swing screen is how the player performs their hits. After lining up the show +on the aiming screen, the player now must determine first their stance at the +ball, and then the power of their swing. The stance will determine height of +shot versus distance of shot, while the power will determine the intensity of +the shot. + +> For example, if hitting a ball over a hazard onto the green, the player may +> want to setup for height with high power, to safely cover the hazard, but not +> fly too far. + +### Results Screen + +Immediately after the player sets their stance and power, the game transitions +to an animation of the swing, and follows the ball in it's trajectory, +illuminating a path beneath it. + +### Travel Screen + +After the results are shown, the player is free to wander the hole as they wish. +As the move towards their ball, they will encounter events, as detailed below. +When the player arrives at their ball, they are returned to the aiming screen. + +### Miscellaneous/Cutscene Screens + +Unlike the other screens, these screens will be minimally or not interactive. + +At each new hole, a small introduction screen may be shown, indicating the +number, the par, and maybe other relevant details about the hole. + +Each event will show a screen with the details of the event and the results. + +At game-over, a screen will show with details of why the game ended, which will +then drop the player to a special scorecard screen where they can see their +score, any rewards from their run, and start a new run, or otherwise interact +with the menus. + +## Mechanic Specifics + +### Balls and Tees + +These resources could be thought of as lives. You need a ball to play, and you +need a tee to tee-off at the beginning of each hole. You may finish a hole +without a tee, but you cannot finish a hole without ball. Events during play may +give the player more tees and balls, with tees being much more common. Both tees +and balls are reusable, with tees breaking much more frequently than balls being +lost. + +### Clubs + +The player starts with a set of 5 clubs: 3-wood, 5-iron, 8-iron, sand wedge, and +putter. Each club has certain statistics which make it better or worse at +different shots. The exception is the putter, which can only be used on or near +the green. As the player plays the game, they may discover new clubs that add to +or improve their set of clubs. + +### Swinging + +The main action mechanic will be lining up and performing a hit. There are +multiple factors which contribute to a hit: +- Stance: how close the player is to the ball, and how close the club is to the + ball. This will affect the trajectory of the ball significantly. +- Club: each club has statistics which establish and influence different results + of a hit. These include power (minimum and maximum distance), angle (minimum + and maximum height), and accuracy (chance to slice/hook). +- Events: certain events may add modifiers to a players swing, either for a + certain number of swings, or for a run. +- "Charms": permanent extras that the player equips onto their bag may modify + the players swing. + +### Events + +The main narration mechanic of the game is events. Events happen at every step +of the game, with some events being expected and generic (i.e., the player tees +off), but others being unexpected or unique (i.e., the player begins to tee off, +but is tackled by a swamp monster). Generally speaking, events happen during the +travel screen state, and are a way to provide rewards to the player. Some events +include: +- Finding extra tees or balls +- Finding new clubs +- Losing a ball or losing a/some tee(s) +- Gaining a temporary boon to improve your swing +- Suffering a temporary setback which degrades your swing diff --git a/nightgolf.tic b/nightgolf.tic new file mode 100644 index 0000000000000000000000000000000000000000..9e85221ee8db463df01db4a1ae5dc56afa82d4e9 GIT binary patch literal 32450 zcmeHPUu;`f8Mn(?R)eP8ilNdC>8yz1G>+##apE@f)OKmQN!v)5xNDgz;W+m??i|~S z9VgioZGC}Gs1JPt9+2q6Isww6JyACHFbN@qG^7axNCPyG_RJ(oCK-wH`@VC|{bwgm z7Nn&&Ioo&7Irsa%-}(NXbFb}eUrdBTM;?sbzJ2@BH!hvJxpwEhh1Wl>XMa9(Y316= z$&@z! ztR5}hqb>GmcAhBpL>+B^2)Bs3HeyV4<;a`6Acfm~Qi6=+BgbvDRW#jG+71~Y_%~Um)LOLGuy$>A6)v}M(bzvHfKbRf@Zo*mK5*ZMk}#%w zlC`by1YVhPOu43na_(`1YeA;nq8wAMNkrxzHGs_Mw4Ol1_)K!i1=Uje@Y6)FtvM}yw-T8q};5Hr1=Phev@*b`oVYjUFxCa!X z^DdI8ro*)InAp^@t_eFdsFM^U>`ejk%n-23Sg6Hi73B?-*}Yf4lzc>^XI8pKV;vRH00?zck4L zmS?9OABu-NMpDoA2cCN3D^c;9_t`eut8j~)?#RWuH)JSyuRA_>uZMLoRIF%G9kWlT zpU;ntZA|2$)4F`zpTa$$5KXyAqMmV>V|h$$>R9&-?9i0Qn29u`

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