Feature: Enhancing Visual Diversity - Implement Varied Interior Decoration Styles
Description:
Greatly expand the visual variety and replayability of Unhaunter by introducing diverse interior decoration styles for different location types. This will involve creating themed decoration sets for different building types and region/style-specific furniture and fixture variants. This will make the game more interesting for the player and make the maps less repetitive.
Goals:
- Significantly enhance the visual diversity of the game's interior environments.
- Introduce thematic variation across different location types, such as residential,
commercial, and institutional buildings.
- Provide a sense of regional or stylistic uniqueness through varied furniture, fixtures,
and decorations.
- Allow for different gameplay possibilities.
Implementation Details (Potential Tasks):
-
1. Define Decoration Styles and Location Types:
- Brainstorm and define a variety of distinct interior decoration styles, along
with associated location types. Examples:
- Residential:
- Modern House (already implemented)
- Victorian House (with ornate furniture, wallpaper, etc.)
- Rustic Cabin (with wood paneling, simple furniture, etc.)
- Apartment (modern, older, or themed (e.g., industrial loft))
- Commercial:
- Old shop (with counters, shelves, and stock)
- Abandoned office (with desks, file cabinets, and cubicles)
- Restaurant/Bar (with tables, chairs, a bar, and kitchen equipment)
- Antique Shop.
- Institutional:
- Hospital Room (with beds, medical equipment, and examination tables)
- School Classrooms (with desks, blackboards, and lockers)
- Church (with pews, altars, and religious iconography).
- Outdoor Locations
- Roads and Bushes.
- Forest
- Camp
-
2. Asset Creation:
- Create or source new sprite assets for furniture, fixtures, and decorative
items for each style.
- Ensure a sufficient range of assets to create compelling environments (i.e.,
multiple types of chairs, tables, lamps, etc.).
- Consider the creation of unique props tied to specific ghost types or
hauntings (e.g., a possessed doll, a Ouija board).
- Take into account the creation of all the spritesheets, and the
integration of the new decorations, adding a set of rules to avoid
duplication of textures
- Create or modify existing tilesets to accommodate the new assets.
- Develop a system for assigning the right items according to a map class.
-
3. Implement Procedural Generation/Decoration Placement:
- Implement a system to procedurally generate the location interiors based on
the chosen style and pre-defined layouts.
- Add a high variety to the generation so that levels are not the same, and there
is a big replay value.
- Consider the use of:
- Randomized placement of decorations.
- Layout templates.
- Rules for the type of items the ghost will use.
-
4. Region/Style-Specific Variants:
- Create regional or style-specific variants of furniture, fixtures, and
decorative items to further enhance diversity (e.g., American, Japanese,
Victorian).
-
5. Integration with Level Design:
- Develop guidelines for level design to ensure the new decoration styles are
used effectively.
-
6. Testing and Refinement:
- Create testing environments using the new styles.
- Thoroughly test the implementation to ensure that the new environments are
visually appealing, that the level layouts work well with the new items, and
that performance is not negatively impacted.
- Develop a test routine that detects duplicated textures.
Gameplay Implications (Suggestions):
-
Environmental Interactions: Consider ways in which the new decorations can add
to the gameplay. For example:
- A possessed doll could provide evidence.
- A bookshelf might block line of sight.
- A messy space might lead to a ghost that is easier to find.
- A clean place will make a smart ghost.
-
Storytelling: Add decorations to make the player know the story of the ghost.
Let it be clear of what happened on that particular place.
Dependencies:
- The existing tilemap system.
- The existing asset management system.
- The game's rendering pipeline.
- The existing AI for the ghosts.
- The existing objects system.
Acceptance Criteria:
- Multiple distinct interior decoration styles are implemented.
- Different location types (e.g., different house styles, commercial, institutional)
feature thematically appropriate decorations.
- The levels feel visually varied and less repetitive.
- The performance impact of the new decorations is acceptable.
- The gameplay is enhanced by the use of new props and items.
Notes:
- This feature has the potential to greatly increase the visual appeal, immersion,
and replayability of the game.
- Consider using a modular approach to asset creation, allowing for easy swapping
of different furniture and decorative elements.
- Prioritize adding content in phases. Start with a few well-defined styles and
expand gradually.
- Use the new styles in the tutorial to make the tutorial easier for the new
players to understand.
- This has a high replay value, so let the player play again those levels, for
example with different ghost types or with different weather conditions.
Feature: Enhancing Visual Diversity - Implement Varied Interior Decoration Styles
Description:
Greatly expand the visual variety and replayability of Unhaunter by introducing diverse interior decoration styles for different location types. This will involve creating themed decoration sets for different building types and region/style-specific furniture and fixture variants. This will make the game more interesting for the player and make the maps less repetitive.
Goals:
commercial, and institutional buildings.
and decorations.
Implementation Details (Potential Tasks):
1. Define Decoration Styles and Location Types:
with associated location types. Examples:
2. Asset Creation:
items for each style.
multiple types of chairs, tables, lamps, etc.).
hauntings (e.g., a possessed doll, a Ouija board).
integration of the new decorations, adding a set of rules to avoid
duplication of textures
3. Implement Procedural Generation/Decoration Placement:
the chosen style and pre-defined layouts.
is a big replay value.
4. Region/Style-Specific Variants:
decorative items to further enhance diversity (e.g., American, Japanese,
Victorian).
5. Integration with Level Design:
used effectively.
6. Testing and Refinement:
visually appealing, that the level layouts work well with the new items, and
that performance is not negatively impacted.
Gameplay Implications (Suggestions):
Environmental Interactions: Consider ways in which the new decorations can add
to the gameplay. For example:
Storytelling: Add decorations to make the player know the story of the ghost.
Let it be clear of what happened on that particular place.
Dependencies:
Acceptance Criteria:
feature thematically appropriate decorations.
Notes:
and replayability of the game.
of different furniture and decorative elements.
expand gradually.
players to understand.
example with different ghost types or with different weather conditions.