The Shaman Design Document
Slack would be the preferred way to communicate regarding this game
Overall premise: You play as an Inuit-Japanese priest in Alaska who communes with the spirits in order to help their village. Gameplay consists of managing your time between praying to the spirits, performing ceremonies, telling stories, and befriending fellow villagers. Players goal at the beginning is to build a salmon ladder, and this is the player’s motivation for the start of the game.
Character’s backstory: You were a salmon who prayed to the gods to become human and help her fellow salmon kind. Because of this, you can commune with nature easily. This also means you are an outsider in the village, meaning the player is able to develop relationships with villagers.
Audience
Harvest Moon audience. Simple gameplay to relax, with a new twist.
Art
Will be hand-drawn, with a style which can be easily made by not-too-experienced-artists (Lucas).
Perspective
The visual perspective will be similar to Don’t Starve in town areas:
The perspective will change to side scrolling when going into forest/other areas:
Platforming sections will not have platformer type gameplay
Gameplay:
In town: Talking to NPCs
Investigating stuff to do quests
Buying and collecting wood and crafting it inside
Core Game Pillars:
Mini games
Rhythm game for dancing
With some grinding to level up dance
Reading books for history
Telling the tales to kids
Using emotions stuff.
Rock paper scissors emotion reading
Working on the cemetery stuff
Supplemental mechanic, not primary one
Crafting w/out emphasis on resource gathering (no mining or the like)
Medicine to sell for money
Materials for ceremonies
Charms for buffs
Upgrading equipment
NPC Interaction (Talking, story bits)
Dating
Gifts
Little events to increase social standing
Increasing relationships gives discounts on stores, etc.
Ceremonies
Setting up materials
Dancing
Telling stories
Dialogue
Choices will change the response, but likely not much more.
Pre-Mortem
What could go horribly wrong?
Overscoping.
Style isn’t sustainable; we don’t have enough people for all the art.
Classes are too time consuming to work on game.
Lack motivation to work on game.
Don’t know what to do next.
Don’t know how to implement specific game features.
No way to share game between team members.
Minigame difficulty doesn’t cater to audience.
We offend the cultures we are trying to represent.
We aren’t comfortable with asking other people to help with artistic vision and art.
Lucas is too busy working on his own projects to work on this one.
Game doesn’t have a unique spin on the formula, so that it becomes redundant in the video game world.
Both people aren’t putting in roughly equivalent amounts of work.
How will we make sure these things don’t go wrong?
Have regular check-ins to make sure things are going smoothly. Set deadlines, and if we don’t meet it rethink game’s scale. Meet with Prof. Prate regularly to have his guidance.
Figure out an art style which all team members art at least somewhat competent in. If there is too much art we will bring in more people to help with the game.
Give ourselves time to work on the game, less time socializing (:P). Classes come first though.
Have set times during the week to work together on the project.
Make Trello board so we know what to do, list Trello board by priority so we know what to work on next when we finish with one thing and move on.
Consult Prof Prate for resources, ask fellow students for help.
Establish GitHub early on so we know it works. Unity seems to work with GitHub well.
Have new people test out the minigames to make sure difficulty is tuned correctly. Have difficulty start low and increase gradually.
Make culture which is a hybrid between Inuit and Japanese cultures, so that it doesn’t have to be 100% authentic. Borrows from cultures but is still its own thing.
Find people we can trust to work on it. Chris could help with programming. Ask people in Panther games to work on art potentially. Ask Prof. Prate for where to find more people to work on art side of project.
Lucas is going to put other projects on hold to work on this one.
Art style is different, different culture, lean more into spirit side of game. More in-depth character interaction. Fall in love with the world you are in, how it works. Game expands as you play it. New characters come as you progress in the game.
Make sure everyone knows how to do both some artistic and some technical aspects of the game. Make sure we work together at least twice a week.
Gaining special items to do stuff
Going all the way up to the game demo- aka after the salmon ladder gets built perhaps.
Need for demo: minigames, dialogue, NPCs, crafting.
https://www.gameart2d.com/freebies.html
Gameplay Mechanic Ideas
Dancing is a rhythm, somewhat similar to Guitar Hero but with a different, 2D perspective. Dances could potentially serve as a buff to the player. After completing a dance, in addition to the exp / skill gained, the player receives a temporary increase to one some aspect. Could make it so that only one dance can be performed each day so that the player doesn’t just keep doing dances all the time. Buffs could last for more than a single day, so the player is encouraged to try out different dances to find one they would like. As dancing skill levels up, the effects could become more powerful.
Dance Buff Brainstorm:
Overworld speed increase
More resources harvested
Faster skill leveling
Relationship gaining speed increase
Crafting items automatically drawn to player
Slightly longer days
More energy per day (If that’s even going to be a mechanic)
Cemetery mechanics could be burial at sea.
Alternatively washed body, braid hair, wrapped body, put body in tundra
Music
Music style is mystical, folk, spiritual, voice, choir
Like: https://www.youtube.com/watch?v=cklw-Yu3moE
Potential people to work on it: Daisy and her sister
Use placeholder music so we don’t kill ourselves
https://www.serpentsoundstudios.com/royalty-free-music/celtic-fantasy