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PLANNED FEATURES

PLANNED MECHANICS 1

STORY-LINE AND SIDE QUESTS

When Cheropie, Noan and Raine discover the ruins of an ancient city, they are in awe of it's scale.

Things escalate quickly however when a mysterious stranger recruits the trio for a rescue mission:

To use the cities lost nono-cloud technology to restore the city to it's former glory, resurrecting the dead and reviving a fallen empire in the process.

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The city is restored by the player to it's former state using the nano-cloud to it's previous back-up, one week before the city was destroyed by the break out of war.

The player explores the city, watching as things slowly build and escalate over the course of the week to the break out of the war on Day 7.

Something unexpected happens however, and the city is reset back to Day 1 at midnight on Day 7.

A cycle eventually becomes apparent, with this event repeating itself once every week.

The player, initially assuming their mission to be complete must investigate the cause of the resetting, along the way unraveling the dark and mysterious history of this fallen dystopia, and their mysterious friend too

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Each notable NPC within the city will act on their own schedule for the week long loop.

Having the game run on a weekly cycle allows me to properly flesh out a timeline for the events that take place within that week, crafting interwoven side-narratives with branching outcomes that can have cascading consequences.

The player will be able to learn the timelines of NPCs in order to influence their stories and get different outcomes, allowing the player to explore a sort of chaos theory in the side-narratives.

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DIALOGUE TREES

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I would like to have branching dialogue trees in the game, and have already begun implementing them.

I plan for the game to have an overarching narrative as well as side-quests.

Dialogue trees will be important for telling the story of the game.

The NPC dialogue tree system will be able to work both inside and outside of cut-scenes when completed.

I would like the NPCs to be able to form opinions about the characters as they talk to them, and for these opinions to affect dialogue options available, as well as having simple speech level checks.

PET SIMULATOR MECHANICS

I plan to implement a pet simulator mechanic, inspired by the Chao Garden from the Sonic Adventure series.

These pet creatures are called Fuzzbutts.

You'll be able to create your own pet Fuzzbutt, designing it's appearance and giving it a name.

Each Fuzzbutt will have stats for: Endurance, Stamina, Running, Strength, Combat, Intelligence, Stealth and Luck.

You'll be able to give the fruit and food items you find around the world to your Fuzzbutt to level up their stats.

Different fruits will level up different stats for your Fuzzbutts, giving the fruits an extra in-game purpose.

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The game also contains elemental watermelons; Watermelon, Firemelon, Frostmelon, Earthmelon, Stonemelon and Neonmelon.

When you feed your Fuzzbutt an elemental watermelon, it will affect which element the Fuzzbutt specializes in.

When a certain total XP threshold is reached for a Fuzzbutt, it will go through a metamorphosis and change appearance.

The new appearance it takes on will depend on which element the Fuzzbutt specializes in.

If the Fuzzbutt was specialized in Neon, then it would transform into a surreal shiny version of itself and become a Neon elemental permanently.

If the Fuzzbutt was specialized in Fire, then it would transform into a smokey burning version of itself and become a FIre elemental permanently.

What type of elemental your Fuzzbutt becomes will affect the way the Fuzzbutt mini-games play and will add XP multipliers to different skills.

A fire elemental Fuzzbutt would fare less well in a fight against a water elemental Fuzzbutt for example.

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Fuzzbutts will be able to compete in battles and racing game modes.

There will be tournaments to compete in for both mini-games, and potentially online play.

CHARACTER CUSTOMIZATION

I would like to add the ability to customize the outfits of all three characters with skins and cosmetics that can both be unlocked when you're at the correct level, or purchased by merchants and stores in-game.

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I would like the player to be able to customize their weapons too, like changing the design of Cheropie's sword, Noan's blaster or Raine's Wing suit.

LEVELING-UP SKILLS

I would like to re-implement my XP system into the game, and have several skill sets for your characters to assign XP to.

These skill sets are; Speech (Unlocking dialogue options), Endurance (Raising the health of all characters), Vehicle (Grants you access to higher level customization options for your vehicle), Weapons (Grants you access to higher level weapon customization options), Inventory (Adds inventory slots) and Fuzzbutt (Adds XP multiplier to your pet Fuzzbutt).

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I would also like the player to have an overall level that is based on all the XP they've collectively earned in-game.

NEW GAME MODES

I want to add new game modes to Cheropie including:

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  • A character equivalent to the Derby game mode where the player fights waves of enemies for as long as possible.

  • A game mode similar to the races but without checkpoints: you are told the location of the goal and have to rely on your knowledge of the maps and wormholes to find the shortest root from start to goal.

  • A game mode where you have to pop as many balloons in as short a time as possible to get the high score. The balloons will be hidden about the map.

  • A game mode where the player must capture a flag from a defended area and bring it back to their base safely. Each hit they take will drop the flag.

  • A game mode where the player must try and shoot as many things with Noan's blaster as possible, racking up high combos for score multipliers.

  • A game mode where the player must complete a boss battle, and as quickly as possible if they want a good rank.

  • The Fuzzbutt racing game mode

  • The Fuzzbutt battle game mode

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