Crazy Sauces

Aus hagenberg.games Wiki
Crazy Sauce
StudioSaucy Boys
GenreIndie

Dies ist ein Grundgerüst für das Spielekonzept in der Lehrverantstaltung Game Production. Die als Überschriften ausgeführten Punkte und die Infobox sollen enthalten sein, darüber hinaus kann die Seite aber nach eigenem Belieben ausgestaltet sein.

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Links

Team Roles

Marco Sound
Michi Programmieren
David Projektmanagement
Betty Game Art
Emely Story
Kati Game Design
Schratti Level Design

Vision Statement

Der Kern, die Botschaft oder die wichtigsten Aspekte eures Spiels in wenigen Sätzen (und/oder Bildern) zusammengefasst.

Game Mechanics

In Crazy Metchup, you navigate the level with ragdoll physics and collect sauce ingredients scattered throughout the house. For the controls we intend to have the player control the character’s limbs individually (similar to “Octodad” and “I am Bread”). Messing with the physics and throwing stuff around is highly encouraged since we’re focusing on a funny sandbox experience. Each ingredient must be individually brought to the pot, at which point you will receive your sauce score (saucy score?), calculated with all sorts of multipliers added to the ingredients. The gameplay loop consists of you exploring the house, unlocking more rooms through exploration (and therefore unlocking new ingredients), and completing your encyclopedia of sauces (Saucepedia?). Some sauces may trigger special cutscenes/endings.

Level Design

Functionality

In the game you search through the house starting from the kitchen. You have to go through different rooms to find the ingredients scattered there to make the required sauces. To find all those ingredients you have to search through the rooms by moving items since the ingredients are not always in plain sight. You may also find a key while exploring which you can use to unlock more rooms. The more different rooms you unlock, the more different ingredients you can find which will help you unlock recepies for even more sauces.

Map

The map you play in, is the house the protagonist, Kevin, and his mom live in. The house consists of three different levels. The basement, a first floor with a garage and the second floor with a balcony. In all of those levels are different rooms with ingredients, and other moveable items as well as sometimes keys scattered around. Starting point is the kitchen where you also have to cook the sauces after gathering the ingredients. The layout is like the sketches below.

A Sketch of the Basement.
A Sketch showing the Layout of the first Floor of a Video Game House.
A Sketch of the First Floor.







A Sketch of the Second Floor of a Video game House.
A Sketch of the Second Floor.




Story

A middle aged man passes out in the streets after drinking at the local bar. A rat, having seen a very beloved film made by the famous animation studio [REDACTED], decides to climb on the man’s head to control his body using his luscious head of hair. The man, somewhat still conscious, manages to make it home with the help of the rat. Once there, his bitter old mother, who he still lives with, yells at him to make the sauce for next day’s dinner. The rat, knowing nothing about cooking, decides to give it its best shot by frantically dragging the man’s half-asleep body around the house and picking up anything that might potentially work for a decent sauce. However, a rat’s taste may differ from that of a human…

User Interface

Sketch showing game Ui. It involves button prompts, objective prompts, checkboxes for ingredients, a "sauce-pedia" and a sauce score card.
A sketch showing the Ui

The User Interface ingame is kept simple, mostly consisting of a few checkboxes and prompts. There will also be an interface for the "Sauce-pedia" and the Sauce Score cards at the end.

Asset Liste

Eine Aufzählung (Bullet Points), Tabelle oder Link auf Spreadsheet mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben.

Sollten Asset Packages verwendet werden, bitte hier Links auf die jeweiligen Packages angeben.