---
tags: games
---
# Sprint
### Upcoming stories
- Multiplayer support
- PC keyboard, controller etc.
- Input bindings/ Key Mapping stuff,
- Lobby for player selection and management of multiple controllers
- Lever (similar to Buttons)
- Background Images (depend on the level designs)
- Sprites for Decoratory Items
- Game Manager (knows about the mode, levels, starts game from menu etc)
- Input Manager
### Workflow/Findings
- required Sprites?
- Art Direction
- Test Team/ Quality Assurance
- Wiki Feature Documentation
- Backlog/ User Story generation? Planning Poker - Estimation? Importance? Task assignment?
- Sprint retrospective
# Stories
### Unity and git workshop
- screenshare
- get everyone on the same page
- basics of using unity with multiple people (prefab workflow)
- how to not dying terribly with git
10, must have
### Characters
- one character asset
- basic animations (idle, jump, run) (*maybe*)
- carry object animation
- can move around
- can jump
10, 10, 10, 9, 10, 10, 10, 10, 9, 10 | 9.8 avg
### Testing level
- start point
- some checkpoints
- basic obstacles (whatever exists in the sprint)
- at least one instance of all obstacles and mechanics in the level, to test them
- no concrete level design, just testing
- finish point
- NOTE: could be merged into a single test level for both modes
8, 10, 6, 7, 10, 9, 10, 9, 7, 6 | 8.2 avg
### Camera Movement
- Lerp distance between players so each one can be seen in the level
- Maximum distance
- Minimum distance
- Interpolation or Lerp distance with a multiplier cc
- FOV changes might be useful
- orthographic width changes
7, 8, 7, 8, 7, 9, 10, 8, 6, 9 | 7.9 avg
### Death mechanic
- Respawn at certain points
- Checkpoints, start of the level
- a player must be assigned to a checkpoint
- when a player dies, he respawns at the checkpoint assigned to them
- Die if collision with death component happened
- Could be a custom collision matrix
- Or object tag
8, 7, 9, 7, 8, 7, 9, 8, 8, 8 | 7.9 avg
### Punch/ Push mechanics
- Apply directional force to opponent
- Multiplier that can change the force
- Have a cooldown mechanic (icon not needed yet)
9, 5, 8, 7, 9, 7, 7, 8, 9, 8 | 7.7 avg
### Piggyback
- Carry other players by picking them up
- Special Keybinding
- picked up players are able to jump
- but are not able to carry the other player at the same time
- when jumped off-of other player some of the momentum is transfered
- Multiplier that affects player velocity that is transfered
- piggy-jumping is possible in mid-air
- Visualization of two piggybacked characters
9, 6, 9, 6, 8, 7, 10, 7, 6, 8 | 7.6 avg
### Platforms
- platforms with a static asset
- players and objects can stand and collide with them
- Can move around in a fixed pattern (e.g. up and down between points)
8, 8, 5, 7, 9, 10, 7, 6, 8, 7 | 7.5 avg
### Spikes
- kill player on impact
- have a static asset
8, 8, 8, 7, 7, 7, 7, 7, 7, 7 | 7.3 avg
### Victory Condition
- Goal Asset
- Collider
- Art
- Victory message (e.g. "Player x has won the game.")
- Status UI / text message
7, 8, 6, 8, 6, 5, 5, 7, 8, 4 | 6.4 avg
### Small and Easy First Cooperative Level
- creating a level design
- used puzzles
- location of stuff
- can be completed if not all assets/mechanics exist
- just a sketch/diagram
3, 4, 2, 3, 8, 8, 5, 6, 8, 3 | 5.0 avg
### Small and Easy First Competitive Level
- creating a level design
- used obstacles/abilities
- location of stuff
- can be completed if not all assets/mechanics exist
- just a sketch/diagram
5.0 avg
### Buttons
- 2 states (on, off)
- static assets
- can trigger other objects' condition
5, 7, 4, 6, 4, 5, 2, 5, 4, 4 | 4.6 avg
### Menu
- basic UI to setup the players and game mode and start the game
- choosing the modes
- number of players
- sound settings ? (no functionality yet)
- Highscore (local/online?) (no functionality yet)
4, 4, 4, 4, 4, 5, 3, 4, 2, 3 | 3.7 avg
### Animations
- simple few frame animations
- idle, run, jump for characters
5, 4, 4, 5, 1, 1, 2, 2, 2, 2 | 2.8 avg
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## DieTogether Mode
- Level Completion
- Status Text
- Goal
- Lasers
- Enemies (i.e. a block chasing the player)
- Moving walls (to block paths)
- subtle story in levels (small pieces as you play)
- portals
- use bodies
## Competitive Mode
- Ability indicators
- Icon
- Cooldown
- Scoreboard
- Level selection
- Has to have a **voting** system
- Checkpoints - yes/ no? [STORY EXISTS]
- Deaths and respawn - yes/ no [STORY EXISTS]
- Obstacles
- Chainsaw
- Gravityfields
- Sticky surface
- Slippery surface
- Jump pad
- Moving blocks
- Some sort of timing obstacles (like a laser, that toggles)
- Speedup surfaces
- Sidescroller obstacle
- Cannons
- ...
- Abilities
- Punching (pushing)
- Hooking (pulling another player to you)
- Linking (hanging on to another player)
- Hindering a players abiltiy to jump (reducing his mass or something)
- Ensnare a player
- ...
- Ingame level editor
## Mechanics
- Features
- Testing
- Balancing
- Checkpoints?
- Respawn [Competitive]
## Level Design
- different levels for each mode
- Fast style for competitive
- Puzzle style for coop
- levels getting harder
- easy introduction level
- Level scale
- Easter eggs
## Art (Pixelart)
- Button [STORY EXISTS]
- Lever
- Laser
- Moving wall
- Spikes [STORY EXISTS]
- Chainsaw
- Homing missile
- Swings
- Jump Pad
- Gravity fields
- Players [STORY EXISTS]
- dead version
- Checkpoints
- Platforms [STORY EXISTS IN PARTIAL SCOPE]
- moving
- sticky
- slippery
- Backgrounds
- Tiling (repeating)
- Matching the game modes, can show differences
- UI
- Main Menu [STORY EXISTS IN PARTIAL SCOPE]
- choosing the modes
- number of players
- sound settings ?
- Highscore (local/online?)
- In-Game
- abilities with cooldown
- Visual Effects
- death particle animations (like blood, confetti)
- Animations
- player
- run
- idle
- (re)spawn
- jump
## Sound
- Upbeat Background Music
- Sound Effects
## Technical details
- controller support
- local coop with keyboard/controllers
- pause function
- netplay (join lobbies, play together)
- switch port (research story on how to)
## working title