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FA1 - Coggle Diagram
FA1
Game criteria and Ideas
Themes
Electricity
drivers
Maze
labyrinth
Theseus and the minotaur
Maze runner
choices at branches
dungeon
Hades
Nexus
connections
neurons
in forest
underground
sewers
caves
Space
Virus taking over universe
find new hosts
run out of host in captured galaxies
decisions
wormholes
teleport
blackholes
high risk high rewards
small host, huge leap distance
white holes
unlimited time limit
host count set to max
doesn't deplete for some time
rogue planets
spawn between systems
score in hosts
if hossts get to zero then you die
max leap distance
upgrade distance
Mechanics
Choose your own adventure
boosts
different pathways
difficulty adds time limit to room/levels
difficulty adds time limit to choosing upgrades
endless level
story mode
like endless but with caped level count and with ending
threat levels
high risk - high reward
spawn with increasing frequency the higher the difficulty
no checkpoints
'level' buffs
effects lasing through out duration on level
procedural
Requirements
Prescribed
Player must be give choices
players must be introduced to playable character through intro or biography
game must follow CYOA mechanics
interface must conform to usability standards
3 selectable difficulty options
must have appropriate graphics and sfx
suitable for 7-14 and 30-55 year olds
use of trigger colliders
ui triggered by colliders
Self-determined
mouse or keyboard based movement
easy to use
not limited to levels
modular
clean UI
attractive graphics
endless runner
User interaction
Main menu
Character biography
simple controls to move charcter in 3d space
Appropriate sound effects
clear interactive decisions with in the game
can choose between 3 difficulty setting
Chose you own adventure
player picks between different pathways and different points in game
popular in 1979 - 1998
7-14 year olds
those who read it originally might enjoy
genres
space
multiplayer
adventure
horror
Target Audience
7-14 year olds
previous CYOA game players
1979-1998
30-55
nostalgia
those with interest in space
User interface
vibrant
set colour plate
minimalistic
simple selections
thin lines
easy on the eyes
contrast
distinction between sides
draws eyes to components