---
# System prepended metadata

title: Sprint
tags: [games]

---

---
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
