Control scheme: will describe the diffierent mechanics
Controlling the game is done through the use of the three mechanics as the hunters will independently of user input

Efterårsdag i danmark for 10.000 år siden

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Work-in progress title

Data

Touch input

Shake input

Shaking the input will activate the earthquake mechanic in the game

Tap and hold input

Tapping and holding will activate the raise/lower the ground mechanic in the game

Swiping input

Swiping the tablet will activate the wind mechanic in the game

Control scheme

Control scheme is based around the three mechanics (Wind, Sinking and ground)

Wind

Swiping the tablet will let the player make use of wind to manipulate objects that are affected by this mechanic

Sink

Tab and hold on the tablet will let the player manipulate the ground in the game, so to direct the two hunters in a desired direction.

Sink muddy ground to knock over trees.

Underemne

Operations

Three main mechanics the player can use to manipulate the game with

Wind

As a tool for the player to clear the fog and make unseen things visible.

Sink

A tool to free the hunters from potential traps.

A tool for disrupting the ritual scene.

A tool for scaring animals away.

The hunters will be controlled by their own individual AI

The AI is a state machine and the two hunters will have their own state machine. These will differ enough to give the impression that the two hunters have their own personality. The state machines will have the same overall structure.

Walking
While in the walking state, the following set of actions is performed:
Walk (towards a waypoint) - this plays an animation and moves the character.

While in the walking state, the following decisions can change state:

A distraction occurs, changing the state to reacting.

The character reaches an event, changing the state to circling.

Hovedemne

Structure

Takes place around 10.000 BC in a danish marsh

Takes place around 10.000 BC in a danish marsh

The story of the game revolves around hunters

The story of the game revolves around hunters

The hunter P is the slowest and weakest of the two and will stay a bit behind O

Reacts to game world events

The hunter O is the fastest and strongest of the twp hunters

Reacts to player input and will look in the direction the player is manipulating

The game will offer multiple paths for the player to take during playthrough

The game will offer multiple paths for the player to take during playthrough

Will have three paths the player can choose from

The game will contain four major events

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This will likely be changes as this is only a guess based on their design documents and from conversations with the team.

Ritual event

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The only know event so far.

The player will make use of three different powers

Wind: Will be used to manipulate fog primarily

Shake: Will be used manipulate trees, apples and make them fall/drop over/down

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Not fully complete as information about the shake mechanic is unrealiable at best

Sink: Will primarily be used to manipulate muddy ground planes

Platform

Android

HTC Nexus 9 tablet

IOS

Function