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Installation Instructions:

To Run the Prototype Build of the Project:


Make sure the folder is Unzipped (use right-click)
Use this file path: RP!RP"#RP!RP"#$in#%&'#(e$ug
Run the RP!RP")e%e
Game Objectives:
The ga*e is a +( Turn Based RP" to $e played on a P,) This RP" centers on the ga*e of
Rock-Paper-cissors) The player character- a fe*ale- is a physical e*$odi*ent of the ga*e- and
a$le to choose fro* a*ong three do*inant .eapon types .hich are Rock-do*inance- Paper-
do*inance- and cissors-do*inance) There is no neutrality/ she *ust al.ays $e one of these
three) 0ithin this .orld there are other $eings also representing the different .eapons) Birds of
paper- fish of stone- spiders of scissors- and other 1ariations are all to $e found) 2nything that
attacks deals da*age of its o.n type)
Control Instructions:
Use 0- 2- - ( or the arro. keys to *o1e)
Use the 3 key to go to co*$at- and the 4 key to go $ack to the .orld)
Highlights:
The tea* has *ade tre*endous progress as a .hole in a fe. short .eeks since production and
de1elop*ent has $egun on this project) "a*e *echanics such as the stats and co*$at syste* are
near co*pletion- graphic designs are $eing de1eloped- *usic and sound for the ga*e are $eing
produced- and le1el design as .ell as *ap layouts are also .ell under.ay) 0e ha1e an early
.orking $uild prototype .here not e1erything is present $ut does e%ecute and run) 5n separate
files alongside the docu*entation pro1ided here are so*e of the ele*ents that are not present in
the prototype $uild) These files ha1e $een su$*itted during the course of the current .eek after
the initial $uild .as su$*itted)
Review of the Prototype Buil Play !"perience:
Mo1e*ent is responsi1e) ,ontrols are si*ple and *apped to reasona$le keys) 02( and arro.s
.ith the pace 6ey as the acti1ator) Mo1e*ent on the o1er-.orld- in regards to speed is fine)
The $ars in co*$at are functioning .ell- yet si*plistic in the early prototype $uild)
2reas that need .ork are co*$at .hich has no definiti1e end as of yet) 5t goes into negati1e
1alues rather than ending co*$at) Magic is also not functioning) ,o*$at turns go too 7uick- and
so*ething that .ill slo. do.n .hen sprites and ani*ations are there) (ialogue $o% $ackgrounds
as .ell as *enu colors should $e changed) 8or the health and *ana $ars- it .ould $e a good idea
to ha1e it yello. or green for health- and red for the $ackground to $etter sho. ho. *uch health
is *issing) 5t *ight $e good to change the .hite and red o1er to $lue .ith .hite te%t) 5t .ill $e
easier to use and look cleaner) The nu*$er in the top left is an assu*ed coordinate for .hat tile
you9re standing in- this should not $e in the final $uild) ince this is a 1ery rough $uild all this
can $e .orked in the final .eek of our project) 0hen on an indi1idual *ap- the speed *ay need
to $e t.eaked)
o*e things that could $e up for consideration and included in the final $uild- such as adding
$orders to *enus or te%t $o%es to round the* off and co1ering the sea*s) 2n ite* $o% in the
co*$at *enu .ould $e good as .ell) The inclusion of :tatus: in that last a1aila$le area and
allo.ing for the player to see turn order- ene*y na*es- status effects on hi*self and the
ene*ies) ;utside of co*$at- it is a good idea to include a *enu .ith 5te*s- tatus- Map- a1e-
and ettings)

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