Our game effectively only has one level, so our level description is for the entirety of the game.
- Map:

- World Description
- Small quiet town with a few houses for the people of the town, and an empty meeting hall in the very middle. The meeting hall is where the main character will be staying and where the main hub of the cult will be located.
- Location
- HappyValley, Kansas
- Small town in Kansas that is perfect for change.
- Time of day: Does it stay the same or change?
- It will stay the same, until we learn how to code it to change.
- Weather: Does it stay the same or change?
- Will currently stay the same until we learn how to code the change of weather.
- We think the changing of weather would break up the monotony of the game. If we have it change, we could convince more people to come into the town hall, where the cult is, and try to convince them to join when they’re staying dry.
- Are there any pertinent terrain features? For the story setup, consider the following:
- Buildings/stores
- Sidewalks, roads
- Trees that grow fruit that you can collect to give to people
- What main story points set up the player for the current level or mission?
- “You get off the bus in your new town, HappyValley, Kansas. This place has potential.”
- Your first objective, talk to the townspeople and see what’s up. (townspeople will talk about the cult in the other town- will give you an idea to start one)
- This starts the beginning tutorial, shows you the map, where your base is, the setup for cult name and attributes, and a little advice on how to recruit members
- Story continuity: How does this level support the overall storyline of the game?
- It sets up what you will be doing for the rest of the game
- It sets up what you will be doing for the rest of the game
- Story points that are reinforced with this mission or level.
- The whole storyline is told and setup at the beginning, and you spend the rest of the game working towards the goal you are given at the start of the game
- Mission or level summary
- No real levels to our game, just one long mission of trying to grow your cult to take over the entire town.
- We do this by starting with little tasks like bake sales and lemonade stands. This moves into befriending people around town trying to get them to join your group.
- Textual summary of walk-through description of mission or level.
Your first objective is to begin talking to the townspeople. You can discover their different traits and start to build cult points with them. Once you’ve gotten used to the town, you can use your beginning money to do small tasks that will increase your influence/money you have. You can then begin to complete larger tasks like buying shops and making posters around town. - Topographic map
- Only 2D features
- Only 2D features
- Specific objectives or goals: What does the player need to accomplish – what are the challenges of the level?
- Recruit first member
- Host an event
- Gain money to buy gifts/earn more money
- Build first structure
- Opening Scene
- Character is shown in a busy city, surrounded by skyscrapers looking sad.
- Someone passes by. Character says “Excuse me, can I interest you in…” Person passes by and says “No one cares! Try somewhere else!”
- Character is shown in a busy city, surrounded by skyscrapers looking sad.
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- Character steps off bus in Happyvalley, Kansas. The houses are small and cute. Character pauses and says … “I think I’ll like it here, I sense potential” Scene fades out.
- What non-player characters are present and what is their purpose? Note: This may overlap enemies.
- Followers- people who join your cult, can help increase your influence with other townspeople
- Townspeople- can be converted to followers
- What entities are present in the opening scene for the level?
- Most of the townspeople are present. As you get more followers, you are able to persuade the tougher people to join your cult.
- The main building for your cult already exists but is abandoned
- Are there any special effects like fireballs, erupting geysers, jagged lighting in the sky or anything else to note about the opening scene?
- No, the character gets off the train/bus and is confronted by mayor
- How will sound and music be used, if at all?
- Ashley will add music
- We will have lighthearted music playing during the opening menu, and will have environmental noises throughout the game. This includes leaf crunching noises when your character walks around the town, melodic “talking” sounds when talking to NPC’s, sound effects for recruiting members and when tasks are completed.
- Gameplay notes for the level
- The gameplay for the user will be simple, the player walk around the town and talk to NPCs to recruit members, and use the menu to see how their cult is doing and what tasks they can complete.
- Clear rules of gameplay
- Say the “correct” thing to NPCs so that they join your cult – saying the wrong things result in penalty
- You must stay within the bounds of the map
- You must keep regular contact with cult member to ensure they stay in your cult
- Special considerations, exceptions and implications
- Some NPCs will be easier to convert than others. In addition, the dialogue will have an effect on the players cult points. Players can re-start conversations with NPCs that are difficult in order to gain more information.
- Different NPCs require different conversion methods. Some will require gifts, while others will be converted just by being asked to join the cult.
- NPC’s lose happiness over time or if you make the wrong conversation, which can cause a previous cult member to leave your cult