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# System prepended metadata

title: "Abyss Crawler - Game Design Document \U0001F579"

---

# Abyss Crawler - Game Design Document 🕹

**For the final submission we will use Google Doc!! Check the discord again for the link. I'm leaving this markdown for the todos/checklists managing**


    
## Implementation Notes
- **General Boilerplate**
    - [x] GameManager
        - to manage:
            - what gets executed when the game loads
            - stores the current game state (Paused, Ingame, Loading)
            - other stuff? (Audio, Playerstats)
    - [x] Audio-System
    - [x] Main Menu that connects to the Main Game Scene
- [x] HP-System for Character (*)
    - [x] GameOver functionality (*)
    - [x] GameOver UI !!!
- [x] HP-System for Enemy (*)
- [ ] Minimap / Kompass??

- [x] Stairs Functionality (*)
    - [ ] Fade-In & Out
    - [ ] Scene Recreation
- Map-Generation (Raka, Steffen)
    - [x] WFC to create structure
        - [x] tagged prefabs
        - [x] Fix graphical bugs
    - post-processing step to add details depending on tags (IMapProcessor)
        - Details
            - [ ] Torches
            - [x] Player Spawnpoints
            - [x] Stair
            - [ ] Powerups
            - [x] (Unneccessary stuff removal)
            - [ ] Room Connector (!!!)
            - [x] WrapAround (todo: collider statt trigger)
    - [ ] prefabs for tiles

- [x] Character Controller (Steffen)
    - [x] Camera Movement (smoothed)
    - [x] Staff movement
    - [x] Player animation 
    - [x] Camera Shake 
- Enemy Behaviour
    - [x] Enemy Attacks (Daniel) (*)
- Menu Navigation/Scene Loader (Mariia)
    - [x] Opening Menu (*)
    - [x] Pause Menu(without fancy sprites yet)
- Projectile System (Mariia, Daniel)
    - [ ] particle systems

### Bugs/To Fixes
- ~~Some edges are not correctly rendered by WallRenderProcessor~~ 
*option 1: es irgendwie schaffen, räume nur innerhalb des canvas zu generieren*
*option 2: vor dem wrap betroffene Kanten nach aussen hin ausbessern, das wird aber etwas kompliziert*
*option 3: MAGIC BARRIER YEAH*

- ~~Player can clip through walls in corners and sometimes normal walls~~

- ~~during fade to next level, if player triggers a second collision with stair, the next level call is called twice~~

- ~~Enemy still don't have animation~~

- ~~the random sprites of wraparounds don't match with the actual sprites~~

## FINALCOUNTDOWN
- **see bugfixes**

### For Game

- Code Freeze
- [x] Upload .exe

### For Documentation

- [x] Clean Character Concept Sheet for Aurora
    - [x] Design Process (Hair color change) document it
- [x] Clean Character Concept Sheet for Enemies
- [x] Improve Documentation on Enemy attack pattern
    - [x] new screenshots
    - [x] maybe a sentence for each pattern (?)
- [x] Clean up sketch of main boss and put it in big
- [x] Write out challenges of Level Design and Procedural Generation
- [x] Technical Design: Player Controls
    - [x] what does dash do, how does invincibility frames work
    - [x] Staff
    - [x] ...
- [ ] Technical Design: Enemy Behaviour
    - [ ] how does the AI work
    - [ ] when does an enemy shoot
- [x] Technical Design: Level Generation
    - [x] WFC
    - [x] Pipeline
    - [x] Presets
- [x] Technical Design: Magic Barrier
    - [x] What does it do
    - [x] Why do we need it

### For Trailer

- Start
    - Synch new Track by Daniel with Intro text
        - [x] Tweak delays
    - [x] Record Game Intro in Full HD and upload it to Steffen's Google Drive

- Main
    - [ ] Record various gameplay in FullHD with emphasis on:
        - [ ] walking around
        - [ ] dashing aroung
        - [ ] kill enemies
        - [ ] dodge bullets
        - [ ] showcase various maps
    - [x] (For Steffen) Record cool pan shots
        - [x] showcase various maps
    
- End
    - [x] Record footage of MainMenu accessing credits

- Edit everything together
    - make 1-1.5 min compilation of clips for Main
    - edit everything together