Can You Dig It? Roadmap
Design Document
ABOUT
- Genre:
- Simulation, First Person, 3D
- Release date:
- 2025 (tentative)
- Mood:
- Relaxed, humor, snarky, grounded
- Platform:
- Nintendo Switch, MacOS, PC
- Estimated playtime:
- 10hrs
- Retail:
- $23.00
- In-app purchases:
- TBD
- Rating:
- E
- Description:
- Somewhere in this park are over 100 buried items with a chance of finding gold! With the aid of a metal detector and a decent pair of running shoes, you can explore a vast plain of nature, sky, and grass as your trusty device leads you to the closet precious metal buried under your nose in this procedurally generated wildlife preserve.
- Play the Demo (on Itch.io):
- https://monarchgamesnet.itch.io/canyoudigit
- Task Tracker List (of things to do)
- tasktrackerpro.app/canyoudigit
- Paper Prototype
- Game Start
GALLERY
Note: some of these images may have been generated by Bing Image Creator.
FEATURES
- Unearth precious metals like Copper, Silver, Gold, Platinum, and Palladium!
- Use your trusty Metal Detector to search for buried items and follow Hot, Warm, and Cold indicators within a 50m radius.
- Sell your treasures for a fortune at the Treasure Shop!
- Upgrade your bag size, shoe speed, and metal detector to uncover even more valuable finds!
- Explore a beautiful, procedurally generated environment filled with trees, wildlife, and stunning vistas, sort of.
- Enjoy the soothing sounds of birds chirping as you relax and take your time hunting for treasure.
- Every game is a new adventure, as treasures are never buried in the same place twice!
- We have no idea what we're doing.
- But we're going to be doing it anyways! :)
LET'S GET REAL
I’ve never planned a game before from start to finish. Tackling the scope of this won’t be easy. We’ll prioritize what’s important yet mind the bottomless pit of content creation such as stories, mechanics, and treasure types. Locations can change but not what we can create within a reasonable size to publish for Nintendo Switch. It has to be intended and planned for. This is our design doc.
There’s nothing wrong with planning but it’s important to note when and where to be flexible. This too should also be part of our dream.
When considering elements of the game, it will take time to sort what we want and need versus wishful thinking.
It is an offering to the Lord, the whole project. It means if we go through with it, we give it every inch of life we can without expecting anything in return, abandoning all commercial ambitions as a primary goal or motivator, it is secondary. Whether anyone loves or buys our game or not is outside of our control and needs to be reasoned.
If we can profit, it would be wonderful, for the sake of making more and perhaps one day having it be employee owned.
As an offering, we have to commit to giving this our 100% best no matter what. It’s also important we remain true to ourselves so we’re content equally with what ships as what doesn’t. The same holds true in making sure we also please our audience. When we love it as much as they do, it’s a win.
Good luck!
DIRECTION
The game is meant to simulate being in a public park looking for treasure. All direction and decisions should be based on what one would find in a real park.
But it would be nice to go with a bit of a Monster Hunter approach. At the extreme end of fantasy, imagine dangerous prehistoric foliage and monsters one must guard and kill for the sake of treasure hunting. A metal detector can be a sword that detects danger and treasure based on how it behaves. But modern day equipment versus a fantasy setting wouldn’t mix unless we introduced futuristic technology acting like magic to yield the same effect and based on items one finds in buried regions.
This approach might be way beyond the initial games scope. We should keep options like these a low priority before exhausting all realms of what is possible or plausible in a park or well curated public attraction.
Underwater submarine missions might be fun but also an extreme and not necessarily a part of the games scope yet it’s another great opportunity to plan for and consider either in the initial release or for later content.
Other planets might be a stretch. Aliens are a bit much, magic would have to exist sparingly unless represented by technology. Ghosts might be acceptable if it ties with a good story but exorcism mechanics may open a rabbit hole.
MOOD
The games mood should be all about relaxation, taking one’s time, and being casual as possible. Our goal is to make the game as relaxing as possible.
Another important feeling is curiosity and unpredictability. Metal detecting is a lot like fishing, you don’t know what you’re going to catch, there’s a major grind, but then a reward well worth it. Persistence and craftiness should also yield its own merit and reward.
Lastly, we want to build anticipation. Earning money means looking forward to what you spend. If there’s no worthwhile merchandise or service, the mechanics will fail. Self reinforcement works when the what you earn gives you eagerness to spend. It’s important to respect the players time and reward them for it.
If we don’t offer attractive things to spend money on that keeps the player wanting to go back and try again, we lose momentum and the games fun.
PRIORITIES
MODES
LEVELS
MECHANICS
ENVIRONMENTS
FX (Particles)
CHARACTERS
VEHICLES
INVENTORIES
TREASURES
We might make Treasure a separate page due to how large and robust this list can get
SOUNDS
We might make Sound a separate page due to how large and robust this list can get
ANIMATIONS
We might make Animations a separate page due to how large and robust this list can get
GAMEPLAY
START MENU
The start menu is the first thing the player sees when they start the game. It is the first impression and should be inviting and easy to navigate. It should also be easy to understand what the player is looking at and what they can do.
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OPTIONS MENU
The Options menu allows players to adjust key game settings for a personalized experience. Players can control audio, graphics, gameplay, and other settings to suit their preferences. Below are some typical game options:
SETTINGS
Setting | Description | Options |
---|---|---|
Sound | Adjust the game’s audio levels, including background music, sound effects, and voice volume. | Mute, Low, Medium, High, Custom |
Graphics | Control visual quality to optimize performance on different hardware. | Low, Medium, High, Ultra, Custom |
Resolution | Set the screen resolution to improve clarity or adjust for performance. | 1280x720, 1920x1080, 2560x1440, 4K |
Fullscreen | Choose between fullscreen, windowed, or borderless window modes. | Fullscreen, Windowed, Borderless |
Controls | Customize key bindings or controller settings to suit your play style. | Key Bindings, Controller Mapping |
Gameplay | Modify gameplay elements such as difficulty level or camera settings. | Easy, Normal, Hard, Custom |
Brightness | Adjust the screen brightness to improve visibility in different lighting conditions. | Low, Medium, High, Custom |
Language | Select the language for in-game text and subtitles. | English, Spanish, French, German, etc. |
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INVENTORY MENU
This represets what the Player has in thier bag as well as what they have equipped. Arguably, the player should have a stats menu to separatewhat's in the bag versus equipment. But for now, we'll keep it simple.
There's potential to have Players click on each item found in thier bag to click on it and get a good, full, presentation of what they've found in case they like to know more.
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STORE MENU
This menu appears when the player wants to make a purchase in the store. Since this is also a level with various sections the store menu could be considered a reusable component.
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STORE MODE
Differs from Menu Mode because purchases are involved along with more complex interactions as a result of being in a store. It may share some of the same UI elements as Menu Mode as well as mechanics and components.
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APPRAISAL MENU
A simple Accept or Cancel UI when the player finds treasure along with the found item centered on screen. This is called in Treasure Appraisal Mode.
Rule of thumb: The appraisal menu may also be used for all treasure or collectible class items and pair with compatible modes, such as after digging or scanning.
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ROAMING MODE
This is roaming mode. The player is free to roam the park and explore. They can use their metal detector to find buried treasure. They can also find other items that are not buried.
Note: Roaming mode can apply to the player walking in any capacity. But it also corresponds to any mechanism of detection when sweeping, fishing, or scanning. Also, NPC's might be able to use this such as large creatures or the Security Guard
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DIG MODE
When the Player is digging for treasure, the moment of activity when all essential mechanics are paused and the player is focused on digging.
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Digging Mechanic
The player digs when switching to shovel mode. After doing so, a pile can be created where they activated the shovel. We might be able to scale the pile model or use either a small to large based on the meter progression of their dig.
We can add a save module to these piles so players can save their progress. But once a player exits a park or goes into night mode, we can eliminate them and reset piles to 0. It could be a pain to program these things so when a Player leaves or enters a park, transitions to night mode, or anything in between, we can setup an autosave to ensure this works.
The appraisal menu appears after digging.
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TREASURE APPRAISAL MODE
When the Player finds treasure and is given the option to accept or cancel the find. This activates the Appraisal Menu.
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METAL DETECTION MODE
When the Player has a metal detector and searches the park for treasure using the equipment's UI and radar functions.
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MENU MODE
When all mechanics are paused and the player is focused on full screen menus such as Start, Options, Inventory, Store, etc.
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Standard Shoes Mechanic
Once Players equip the shoes, they can traverse the environment at normal or highter speed on most terrian. For now we'll explore whether to keep only multipurpose.
Game Demo Version
Name | Price | Description | Category | Ability Modifier | Range |
---|---|---|---|---|---|
Standard Shoes | 1.00f | Casual footwear | Shoes | 1.00f | 1.0f |
Speed Shoes Plus | 35.00f | 1.5x speed increase | Shoes | 1.5f | 2.5f |
Speed Shoes Deluxe | 90.00f | 2x speed increase | Shoes | 2.0f | 6.25f |
Speed Shoes Supreme | 225.00f | 2.5x speed increase | Shoes | 2.5f | 15.625f |
Determines player speed when roaming.
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Standard Shovel Mechanic
Once Players equip the shovel, they can dig at normal speed. With three other models such as the super shovel, ultra, and supreme, players can dig at 6 seconds, 4 seconds, and 2 seconds in most dirt environments.
Sand in particular is a tricky one because it shouldn't be any different compared to dirt but we do require players to wear sand shoes for speedy traveral.
Note: A demonstration of this can be seen in the current demo avaiable on itch.io. For more details, see digging mechanic
Game Demo Version
Name | Price | Description | Category | Ability Modifier | Range |
---|---|---|---|---|---|
Farm Shovel | 60.00f | Standard Shovel (Speed x1) | Shovel | 8.00f | 6.25f |
Super Shovel | 270.00f | Pro Quality (Speed x2) | Shovel | 4.00f | 15.625f |
Mega Shovel | 1225.00f | Luxury Quality (Speed x4) | Shovel | 2.00f | 39f |
Ultra Shovel | 5500.00f | Highest Quality (Speed x8) | Shovel | 1.00f | 97.65f |
Standard Shovel
Once Players equip the shovel, they can dig at normal speed. With three other models such as the super shovel, ultra, and supreme, players can dig at 6 seconds, 4 seconds, and 2 seconds in most dirt environments.
Note: A demonstration of this can be seen in the current demo avaiable on itch.io. For more details, see digging mechanic
Bag Mechanic
The bag mechanic is what allows players to expand the amount of treasure they can carry. As they upgrade bags so too the capacity the can carry. While more means less trips to the store, at times a smaller amount allows players for more action and iteration. For this to work well we should incentivize a reason to remain in the park for longer periods of time to collect more itmes
Current demo version:
Name | Price | Description | Category | Capacity | Ability Modifier |
---|---|---|---|---|---|
Small Bag | 50.00f | Capacity:10 | Bag | 10.00f | 2.5f |
Medium Bag | 225.00f | Capacity:20 | Bag | 20.00f | 6.25f |
Large Bag | 1025.00f | Capacity:50 | Bag | 50.00f | 15.625f |
Metal Detector
The science behind metal detection is based on electromagnetic fields and conductivity, and we can introduce it to players as a type of tech; therefore, they would have to pay a premium for it. This opens the door for the item itself to be the kind of detector that can find jewels and items for hunting.
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Metal Detector Mechanic
The metal detection mechanic would be similar to metal detection but filter out for gems. They would also borrow the same ideas in terms of hierarchy so upgrades would work best based on specifics or for catching rare class metal.
We could also create mechanics based on four types:
- Cheap class: ignores top tier
- Middle class: detects all metals
- Top class: ignore bottom tier
- Class 0: detects metal only within the Standard tier range.
- Class 1: detects metal only within the IgnoreRust tier range.
- Class 2: detects metal only within the Aluminum tier range.
- Class 3: detects metal only within the Copper tier range.
- Class 4: detects metal only within the Gold tier range.
- Class 5: detects metal only within the Iridium tier range.
- Reveal: Detects all metal and reveals metal once within a meter distance.
Current demo version:
Name | Price | Description | Category | Ability Modifier | Range |
---|---|---|---|---|---|
Standard Detector | 225.00f | A thrift store hobbyist's bargain. | Detector | 0.00f | 15.625f |
Deluxe Detector | 1025.00f | Avoid rusty item detection, only precious metals. | Detector | 1.00f | 39f |
Alum Pro Detector | 2025.00f | Detect Aluminum or greater. | Detector | 2.00f | 97.65f |
Copper Deluxe Detector | 3025.00f | Detect Copper or greater. | Detector | 3.00f | 244.14f |
Luxor Gold Ultra Detector | 4025.00f | Detect Gold or greater. | Detector | 4.00f | 610.35f |
Iridum Supreme Detector | 5025.00f | Detect Iridium or greater. | Detector | 5.00f | 1525.88f |
This would work for metal and metals. We can also add a radar to help detect those too far to find.
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Historical treasures
Note: See antique treasures for more details. We may consolidate them but there's a need to deliberate the difference and it may have to do with anything pre mid-1800s.
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Shovel Sound
There should be a generic shovel sounds and then various types for the different elements, such as when shoveling in the water in the rain in snow and sand, and on leaves.
Button Hover Sound
The button hover sound should be a nice kind of washy basic type of sound. But in certain instances, it should also change your pitch so that you can almost play music with it like a keyboard.
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HIGH PRIORITY
CRAFT MODE (OPTIONAL)
This allows the player to choose complex items and combine them to create new ones. Since it takes place in the store, it could be an extension of the store mode. For now it's considered optional.
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Precious Metals
Here we're listing all the precious metals for our game.
Tier | Element | Worth | Probability | Color | Weight | Description |
---|---|---|---|---|---|---|
4 | (Rh) Rhodium | 10000 | 10000 | 11.7 | Rhodium is the most expensive precious metal in the world, known for its high reflectance and resistance to corrosion. | |
4 | (Ir) Iridium | 7350 | 9000 | 21.9 | Iridium has the highest corrosion resistance among all metals, making it highly sought after for industrial and scientific applications. | |
4 | (Au) Gold | 1800 | 8000 | 19.2 | Gold is not only highly valuable but also an excellent conductor of electricity, and it doesn't tarnish or corrode easily. | |
4 | (Pd) Palladium | 1620 | 7000 | 11.7 | Palladium is a key component in catalytic converters, playing a crucial role in reducing harmful emissions from vehicles. | |
4 | (Pt) Platinum | 1350 | 6000 | 21.4 | Platinum's rarity and durability have earned it the nickname 'the king of metals,' and it's widely used in jewelry and industrial applications. | |
4 | (Os) Osmium | 1025 | 5000 | 22 | Osmium is the densest naturally occurring element, and its alloys are used in fountain pen tips and record player needles. | |
4 | (U) Uranium | 800 | 4000 | 18 | Uranium's radioactive properties make it valuable for nuclear power generation and nuclear weapons. | |
Tier 3 Metals | ||||||
3 | (Ru) Ruthenium | 395 | 12400 | 12.4 | Ruthenium is a hard, white metal that's often used as an alloy to strengthen other materials. | |
3 | (Re) Rhenium | 220 | 21040 | 21.04 | Rhenium has an extremely high melting point, making it useful in aerospace and high-temperature applications. | |
3 | (B) Boron | 195 | 13 | 1.3 | Boron is an essential element for plant growth and is used in various industries, including glassmaking and electronics. | |
3 | (Eu) Europium | 165 | 524 | 5.24 | Europium is crucial in producing vibrant colors in LED displays and TVs. | |
3 | (Be) Beryllium | 159 | 18 | 0.18 | Beryllium is a lightweight metal used in aerospace, medical equipment, and even golf clubs. | |
3 | (Sr) Strontium | 136 | 275 | 2.75 | Strontium is known for its brilliant red flames when burned, making it a popular element in fireworks. | |
3 | (Ba) Barium | 135 | 35 | 3.5 | Barium compounds are often used in X-ray imaging and fireworks to produce bright green colors. | |
3 | (Sc) Scandium | 89 | 30 | 3 | Scandium's lightness and strength make it valuable in aerospace and sports equipment manufacturing. | |
3 | (Mn) Manganese | 85 | 72 | 7.2 | Manganese is essential for steel production and is also used in batteries and fertilizers. | |
3 | (Tb) Terbium | 82 | 84 | 8.4 | Terbium is used in green phosphors for fluorescent lamps and TV screens, creating bright, vivid colors. | |
3 | (Pr) Praseodymium | 79 | 675 | 6.75 | Praseodymium is used to create intense yellow pigments and is employed in certain types of magnets. | |
3 | (Tm) Thulium | 78 | 930 | 9.3 | Thulium has medical applications and can be used to create portable X-ray devices. | |
3 | (Lu) Lutetium | 76 | 1010 | 10.1 | Lutetium is one of the rarest and most expensive rare-earth elements, used in certain types of catalysts. | |
3 | (Ca) Calcium | 69 | 15 | 1.5 | Calcium is a vital element for the formation of bones and teeth in humans and animals. | |
3 | (Nd) Neodymium | 68 | 700 | 7 | Neodymium is a key component in powerful magnets, used in computer hard drives, headphones, and electric vehicles. | |
3 | (Ce) Cerium | 65 | 68 | 6.8 | Cerium's interesting property is that it exhibits an 'odd' rainbow yellow and blue tarnish, giving it a unique look. | |
3 | (La) Lanthanum | 59 | 59 | 5.9 | Lanthanum is a crucial component in hybrid car batteries and camera lenses, as it enhances optical performance. | |
3 | (W) Tungsten | 59 | 191 | 19.1 | Tungsten has the highest melting point of all metals and is commonly used in electrical contacts and lightbulb filaments. | |
3 | (Dy) Dysprosium | 44 | 86 | 8.6 | Dysprosium is used in the making of laser materials and control rods for nuclear reactors. | |
3 | (Yb) Ytterbium | 40 | 67 | 6.7 | Ytterbium is employed in certain types of lasers and as a doping material in fiber optics. | |
3 | (Ho) Holmium | 37 | 89 | 8.9 | Holmium is known for its ability to absorb high levels of neutrons, making it useful in nuclear control rods. | |
3 | (Ga) Gallium | 35 | 58 | 5.8 | Gallium is a fascinating metal that turns from a solid to a liquid at temperatures just above room temperature. | |
3 | (Se) Selenium | 33 | 41 | 4.1 | Selenium has photovoltaic properties and is used in solar cells and photocopiers. | |
3 | (Er) Erbium | 32 | 94 | 9.4 | Erbium is employed in the making of pink-tinted glasses, and its compounds are used in fiber optic communication. | |
Tier 2 Metals | ||||||
2 | (Ag) Silver | 32 | 1700 | 10.5 | Silver is a highly conductive metal used in coins, jewelry, and electrical contacts. | |
2 | (Ta) Tantalum | 31 | 1600 | 16.7 | Tantalum is highly resistant to corrosion and is used in electronic capacitors and surgical implants. | |
2 | (Ge) Germanium | 24 | 1500 | 5.3 | Germanium is used in semiconductors and infrared optics, and it's known for its unique ability to transmit infrared light. | |
2 | (Te) Tellurium | 23 | 1400 | 6.12 | Tellurium is a key component in certain types of solar cells, converting sunlight into electricity. | |
2 | (V) Vanadium | 22 | 1300 | 6.1 | Vanadium is used in steel alloys to increase strength, making it suitable for tools and structural materials. | |
2 | (Cd) Cadmium | 21 | 1200 | 8.3 | Cadmium is used in rechargeable batteries and pigments for vibrant colors in plastics and ceramics. | |
2 | (Gd) Gadolinium | 19 | 1100 | 8 | Gadolinium has unique magnetic properties and is used in medical imaging and data storage. | |
2 | (Sb) Antimony | 18 | 1000 | 6.7 | Antimony is used as a flame retardant and in lead-acid batteries for increased life. | |
2 | (Sm) Samarium | 18 | 900 | 7.5 | Samarium is used in powerful magnets and to control nuclear reactions in reactors. | |
2 | (Y) Yttrium | 17 | 800 | 4.5 | Yttrium is used in ceramics and certain types of lasers, and it improves the performance of alloys. | |
2 | (In) Indium | 17 | 700 | 7.45 | Indium is used in the production of LCD screens and as a semiconductor material. | |
2 | (Zr) Zirconium | 13 | 600 | 6.5 | Zirconium is corrosion-resistant and used in nuclear reactors and certain dental materials. | |
2 | (Nb) Niobium | 13 | 500 | 8.6 | Niobium is used in superconductors and aerospace applications due to its high melting point. | |
2 | (Co) Cobalt | 12 | 400 | 8.9 | Cobalt is used in magnets and rechargeable batteries, and it gives a distinctive blue color to glass and ceramics. | |
2 | (S) Sulfur | 11 | 300 | 5 | Sulfur is not a metal but adds some excitement, as it's famous for its characteristic yellow color and distinctive smell. | |
2 | (Cr) Chromium | 11 | 200 | 7.4 | Chromium is known for its shiny appearance and is used in plating, alloys, and stainless steel production. | |
2 | (Bi) Bismuth | 11 | 100 | 9.8 | Bismuth has beautiful iridescent colors when oxidized, making it a popular choice for decorative applications. | |
Tier 1 Metals | ||||||
1 | (Pb) Lead | 9 | 80 | 11.5 | Lead is dense and has been used for centuries, but it's toxic, which limits its applications nowadays. | |
1 | (Si) Silicon | 9 | 70 | 1.5 | Silicon is essential for modern electronics, forming the basis of semiconductors and computer chips. | |
1 | (Mg) Magnesium | 8 | 60 | 1.74 | Magnesium is a lightweight metal that ignites easily, producing bright, intense flames. | |
1 | (Mo) Molybdenum | 8 | 50 | 10 | Molybdenum is used in high-strength alloys and is essential for steel production. | |
1 | (Cu) Copper | 8 | 40 | 8.9 | Copper is a versatile metal, known for its excellent electrical and thermal conductivity. | |
1 | (Ni) Nickel | 8 | 30 | 8.7 | Nickel is used in many alloys, including stainless steel, and has a silvery appearance. | |
1 | (F) Fluorine | 7 | 20 | 4.47 | Fluorine is not a metal but a highly reactive gas used in certain refrigerants and toothpaste. Man-made, this is 75% pure mixed with carbon. | |
1 | (Fe) Iron | 7 | 10 | 7.7 | Iron is one of the most abundant metals on Earth and is the main component of steel, used in construction and manufacturing. | |
Tier 0 Metals | ||||||
0 | (Sn) Tin | 7 | 6 | 7.15 | Tin is known for its low melting point and is used to coat other metals to prevent corrosion, as in tin cans. | |
0 | (Zn) Zinc | 7 | 5 | 7.1 | Zinc is used to galvanize steel to protect it from rust, and it's also essential for human health. | |
0 | (Al) Aluminum | 6 | 3 | 2.7 | Aluminum is lightweight and corrosion-resistant, commonly used in aerospace, packaging, and construction. | |
0 | (C) Carbon | 1 | 1 | 2.267 | Carbon is the building block of life and forms the basis of organic compounds in all living organisms. | |
0 | (Ti) Titanium | 6 | 2 | 4.5 | Titanium is abundant as sand, known for its high strength-to-weight ratio, making it ideal for aerospace and medical implants. | |
0 | Rusty Nail | 1 | 1 | 1 | It's just another piece of rusty junk |
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SAVE & LOAD MENU
We want to give players the chance to save thier progress and move on as needed.
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GOLDRUSH NATIONAL PARK
This is the first level and main park. It is a vast open space with trees, grass, and sky. It is procedurally generated. The player can roam freely and explore. They can find buried treasure and other items. They can also find other people.
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GOLDRUSH SHOP LEVEL
This is the treasure shop where players go. In theory we would have one per stage. This one represents Goldrush National Park. It's a store with various sections such as hardware, auction, and crafting. We could add a booth for fortune telling as well as an info kiosk but the main element in the Store is the counter with worker and cash register.
For details, check out the environment section.
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Gold Rush Park Security Officer
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette. At night he may be the only source for players to buy, sell, or trade items but on a limited basis. He might also charge for information or rights to access certain areas.
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ARTISAN (CRAFTSPERSON)
This character in the treasure store offers players the chance to craft items.
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APPRAISER
This character in the treasure store offers players the chance to appraise items.
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METAL EXTRACTION MENU
This menu would display what the player has available in thier inventory and some kind of visual cue on what it can be converted to along with the price. When the player chooses, the item is removed from thier inventory as it was and replaced with the extracted item for metals. (see metal crafting for details).
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JEWEL CRAFTING
This would take place in the store and allow players a chance to deconstruct items they find and craft new ones. This could be a fun way to make money and create new items to sell.
We may just call this "crafting" since it also involves other items but we might also keep the specificity due to the invovlement of gems instead of just metals.
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JEWEL CRAFTING MENU
This menu would display what the player has available in thier inventory and some kind of visual cue on what it can be converted to along with the price. When the player chooses, the item is removed from thier inventory as it was and replaced with the extracted item for jewels.
- Jewelry
- Bullion
- Ore orb
- Weapon
- Silverware
- Cube
- Teapot
- Coil
- Sculpture
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JEWEL CRAFTING STATION
Place for players to take inventory and raw materials and craft new items to sell or auction or to the store.
- Jewelry
- Bullion
- Ore orb
- Weapon
- Silverware
- Cube
- Teapot
- Coil
- Sculpture
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METAL CRAFTING
This would take place in the store and allow players a chance to deconstruct items they find and craft new ones. This could be a fun way to make money and create new items to sell. One example is steel. If the player meets the requirements of finding enough iron and coal or carbon as well as pay the fee, they can have steel crafted as an ore or bar and either sell for premium or auction with the risk of high discount or reward.
We might consolidate this with jewelcrafting or keep it seperate. Such is to be determined.
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RADAR
Towards the end of a jam it gets harder to find treasure but with the add-on of a radar on more expensive detectors, it can be easier to see where they might be located without knowing what it is.
This may also be a great mechanic to indicate something that exists in a hard to reach place either requiring a jeep, night vision, or some other means (such as only at night) for the Player to reach it.
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METAL EXTRACTION MECHANIC
When players reach the metal extraction station, for a fee they can select what they have available in thier inventory and choose to have it melted down into bars or ore.
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GEM BONUS
Award players with gem bonus when found in treasure such as earrings, necklaces, and rings as well as daggars, etc. These can be sold at the store for a bonus or taken apart and kept for crafting new items to sell or auction for greater returns at the store.
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POLISH MECHANIC
Players can polish thier treasures to get a higher appraisal value or add it to thier inventory total for metals such as iron and aluminum to be melted down and sold as bars or other items to sell for greater value.
This would only occur inside the treasure store at the polish station.
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Polish Station
- Inventory Menu
- Store Mode
POLISH STATION
For a fee players can polish rusty treasures to get a higher appraisal value or add it to thier inventory total for metals such as iron and aluminum to be melted down and sold as bars or other items to sell for greater value.
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METAL EXTRACTOR STATION
For a fee, players can break down thier treasure items into a raw form such as rusty nails into iron or a silvery jewel with gems into pure silver and a gem. Later this can be crafted into new items and sold for a premium at the store or auction.
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Antiques (Collectibles)
These are collectibles that can be found in the park. They can be sold or kept for crafting. For example, an old compass can be found and collected. The player can sell it for a substantial bonus. Players who want to break apart the components for metals and gems can do so at the risk of losing value or bonuses.
Tier | Item | Worth | Probability | Color | Weight | Year (est) | Description |
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4 | Compass of Imagination | 10000 | 10000 | 11.7 | 1932 | The compass of imagination is a rare item that can be found in the park. It's known for its beautiful gold shell and is sought after for its magical powers. | |
4 | Victorian Vase | 7350 | 9000 | 21.9 | 1788 | The victorian vase is a rare item that can be found in specific places. It has an elaborate art based on the era and may have been a present crafted for the queen of Spain. | |
4 | Sacred Arrow | 6350 | 8000 | 15.9 | 1354 | An ancent Native American arrow left behind by the Navajo tribe. |
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Info Kiosk
This module is the info kisok model applicable to any store. We can keep the same geometry for all stores but change color and perhaps the billboard at the top similar to an arcade.
Imagine a cylidrical shape with a 32" screen and a joystick and buttons.
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Info Kiosk (Mechanic)
The info Kisosk is a place where the player can get information about the park and the game. It might also be where players learn about all the game rules, park history, and bonuses.
Speaking of, it's possible to hide an actual arcade game in the info kisok. We might be able to implant something in there.
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Soda Vending Machine
Meant to look like a generic vending machine with funny cola names. It's a fun prop to have in the park and can be placed in various locations. Players can take advatange of this by collecting them after drinking and taking them to the shop for metal extraction. Then they can either build ore or use it for item crafting.
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Soda Vending Machine Mechanics
Players can take advatange of this by collecting them after drinking and taking them to the shop for metal extraction. Then they can either build ore or use it for item crafting.
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Adventurer's Desk (PENDING)
This is where we tie the bulletin board, rank missions, and adventurers card together. But since it might be a bit much to separate them yet fun to have a separate transaction, we'll keep this idea here and deliberate on how we might connect or consolidate them.
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Mila the Maleficent Medium (Puppet)
Mila is a fortune telling machine similar to Zoltan or Zoltar from the movie Big starring Tom Hanks. It’s a machine that charges a little money and animates a bit to give players a moment to receive their fortune. She should wear a hat and have a crystal ball. Various rickety sounds and flashing lights should happen before an item is dropped. She should cough with an obnoxious girl as her fortune is given for laughs.
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Mila the Maleficent Mechanics
The player approaches the machine, is promoted to pay a fee for a fortune telling message, then after 8 seconds and some dramatic animation, a loud Ching (maybe a gong) sound along with a card dispensing tick occurs as a small retangular decorative paper spits out of a slot for players to grab when they approach it with a prompt to pick up. We can borrow treasure appraisal mechanics to give players a fancy card texture with a message.
We can randomize what it says from a preset of responses and proverbs but on occasion based on player conditions, we might be able to give them clues about where to find gold or reward them with an exception to their treasure finds and convert any rusty item into a value able one. We can also offer tips and tricks of the player is close to getting an item in a collection or if they accepted a ranked mission and have a hard time figuring where it is.
To make this work, we’ll need landmarks so players can find items accordingly. On the tech side it means per treasure clue, search for the closest landmark and loosely translate distance. 10 meters would be “not far” or if between two landmarks after a distance past 20 meters, she can say “between the —— and —— I sense a greater than silver fortune.”
If we have any Easter eggs in our game, Milas fortune is a great place to hide yet share with players.
Quotes from Mila
- "I sense between ___ and ____ a treasure greater than _____"
- "Success is time and chance."
- "Fortune favors the bold."
- "I sense the key to your adventure billowing by the trees in the merchants shadow."
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Security Guard Mechanics
During the day security guards can sleep and when engaged with respond with zzzz. But in night mode we can have them patrol around the area with a flashlight as they do in real life. After a certain time we can have them break for lunch and do a lunch animation. When done, they resume work and patrol the area. When players approach the guard, they should be able to do some kind of limited trade but most treasure sales should take place during the day. Cart rentals might be possible along with info Similar to the info kiosk. We can reuse its mechanics for the guard.
Since transactions are limited, it’s advised players have a large capacity bag. We might be able to introduce lockers. For a few, players can pay the security guard or have him store their inventory in the locker for sales during the day.
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Radar GUI (Menu)
A circular radar widget appearing in the upper right corner of the screen in top down view revealing the location of treasure far away. There should be a great deal of ambiguity but perhaps the more valuable treasure or specialized detectors would brighten or enlarge their icons compared to the non precious ones.
This is meant to be an extension of luxury detectors and for helping to close the gap on Treasures hard to find toward the end of a play session when they’re harder to locate.
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Compass Mechanic
The compass would display current cardinal direction relative to north at the top of the screen similar to those found in trucks and vehicles. It would be a simple widget but whether to turn it on or off is pending.
North would technically be Z-forward and our code would use either the Player's rotation or cosine and sine of the player's rotation to determine the direction of the compass.
We might also re-use and append this mechanic inside of vehicles in the form of a compass widget.
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Compass GUI
Ideally we can have a series of notches at the top of the screen that indicate direction of where the player is going. The main directions N, E, W, S would be indicated by letters.
We might be able to get fancy with elevation but only if in some way it helps the player or avoids danger.
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Dirt piles environment
Dirt piles are meant to be small mounds of dirt that can be found in the park. They can be as high as the Player's waist or as low as their ankles. They should be placed in areas where they have finished digging.
Auto Save
when a Player leaves or enters a park, transitions to night mode, or anything in between, we can setup an autosave to ensure a smooth transition of save state data when traveling from one level to another.
ALLOY STATION
The alloy station is a place where players have the choice to convert their found medals into new types. It should have some kind of a craftsman with tools. And be kind of like an outdoor venue. Maybe the person working there can be a burly individual or a skinny female.
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ALLOY STATION MECHANIC
The alloy station should allow players the ability to convert any of their metals into new types. For example, if a player wants to create steel. They can take the required meds that they have and if they do, then they pay for it to be created. This will allow us the ability to have all kinds of different metals created from the base that players find which will give them an ability to sell for a much higher price, or create unique items.
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METAL PREP STATION
Similar to the all station it would have someone with the ability to create different types and maybe they would have a kiln or something behind them as well as wear overalls.
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METAL PREP STATION MECHANIC
The metal prep station will allow players to convert their metals into bullion bars, nuggets, wires, or cubes. They could also be in bearings or rods. The idea is that by having this the player can then craft different types of metals or sell them at the store for a price or have them auctioned.
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MEDIUM PRIORITY
DRIVING MODE
Also known as Golf Cart Mode. This is a mode where the player is driving a golf cart. It can also be applied to future vehicles such as a submarine or a spaceship. This is where player components are disabled so that a vehicle can be controlled. The Players capsule is parented to the vehicle and controlled by the player.
PHOTO MODE (OPTIONAL)
Give players a chance to take shots of their favorite areas. We can push it further and have tasks assigned to catch rare birds, plants, and other things in the park. This may be tied to sharing on social media but in general, it's a great way to collect mementos of one's favorite moments and areas.
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Flashlight
Prop, model, and inventory item used to illuminate dark areas either at night or in areas like caves.
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Night Vision Goggles
Prop, model, and inventory item used to see in the dark in night mode. Works only in dark areas such as at night or in caves. Allows players to see ghosts. We might also allow an Upgrade to see infrared or heat vision.
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NIGHT MODE
Players can pay extra to stay in the park at night. This is a great way to find rare treasure and use night vision goggles. It's also a great way to find ghosts and other things that go bump in the night. We might also have a security guard who works the graveyard shift, limiting what players can buy and do.
All levels are meant to have a 90 minute time limit. Afterwards, players are encouraged to save. In doing so they may also decide to play the same level either the next day or switch to night mode. If they don't have proper gear, they can always retire, buy what they need during the day, and then make the most of the next night.
This is also a great time to have the sound of crickets, starts, and an aurora borealis. Maybe we can have howling and perhaps allow players to buy a flash light if it's not built in.
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SCRAPBOOK
This is a menu showcasing all the photos taken by players, arranged into a presentation to flip through and admire. If by chance they take pictures of rare birds, plants, animals, or even ghosts, it could fetch a pretty penny at the store.
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AUCTION MODE (OPTIONAL)
This allows the player to participate in a virutal auction. It may require separatemechanics from store mode but it's possible it could be an extension of store mode. For now it's optional.
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AUCTION
This is where the player participates in an auction where thier treasure is up for bid. They have the option of participating with the risk of losing money if no one takes it. But it can also be a great way to urge NPC bidders to compete depending on demand for the item based on rarity and probability. For example, an item with 0.1% chance of being found has a higher chance of being bid on than an item with 10% chance of being found.
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GOLDRUSH AUCTIONEER
This is the character who will allow the player to bid as well as get NPC's to declare thier bids.
We'll need to update this with mechanics as well.
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AUCTION HOUSE
This area is where we have a mock setup of an auction room with an auctioneer and audience. For details see the auction mechanic.
As far as making this load as its own level is up for debate. It's meant to be an extension of the shop and can be considered a sub level. When the player passes through a door, they can pass through a small hallway where opening and closing the door to the auction house can help to manage level loading and unloading as well as build suspense since it's made to feel like an exclusive room and event.
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SNARKY THE BEAR
This is like Smokey the Bear but shady.
We'll need to update this with mechanics as well.
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Snarky The Bear Mechanics
Snarky is meant to give players info, tips, and really entertain. It’s uncertain if he should be random or not. He’s supposed to work like an animatronic, meaning when players engage by hitting the key prompt “press x” for example, his animation would play according to a number of preset responses. Also his audio would queue along. This will require music and voice acting with animation.
He was the brainchild of Chris Kawagiwa. It’s a fun suggestion worth considering and in need of further development. Initially he’s meant as a form of entertainment when players use credits to activate him. At night if there’s a ghost near him, he should activate automatically without player prompt.
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GOLDRUSH CLERK
This is the character who will meet and greet the player at the Goldrush National Park Store
We'll need to update this with mechanics as well.
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GOLDRUSH SHOP
This will be it's own level and contain various sections such as hardware, auction, and crafting. We could add a booth for fortune telling as well as an info kiosk but the main element in the Store is the counter with worker and cash register.
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PINIC AREA
Picnic areas may first appear in the Cliffside Bluffs level and be a place where some of the store elements such as the bear, clerk, and appraiser as well as security guard can be found. This asset may also be placed in safer areas of a park and contain a bounding box to avoid treasre or plants planted in it's area. It's also a great place to add the vending machine.
In most cases it would serve an aesthetic purpose away from any wilderness and have a fence to keep vehicles from entering. It can however be haunted at night and be tagged for it.
BULLETIN BOARD (RANK MISSIONS)
Imagine in the park store there's a bulletin board with missions. These missions are ranked by difficulty and reward. The player can choose to accept or decline. They are A, B, C, D, F, and S rank. S rank is the highest and most difficult. Completing missions helps to update one's adventurer card to that rank. It's arguable whether to let players accept harder missions or not. Since they can't die we would have to come up with some kind of massive limitation that would make it impossible to complete (unless they rise to the challenge).
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COLLECTIBLES
These are items that yield bonuses when all parts are found. They can be sold or kept for crafting. For example, a broken statue made of gold can have a head, torso, and legs. When all parts are found, the player can sell it for a substantial bonus. Players who want to melt it for parts are warned by the menu that they will lose the bonus if they do.
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NIGHT VISION
During night mode the player should be able to use this to detect anamolies and things that can lead to interesting types of treasures and areas with a haunting past, muahahahaa!
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Shovel Station Mechanic
This is where a collision box detects the player entering within a region in front of the shovel at the station, they can see the price along with a menu pop up confirming or canceling adding the shovel to the shopping cart UI in Store Mode.
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Shovel Station (Environment)
- Inventory Menu
- Store Menu
GOLF CART MECHANICS
The transmission, steering, and acceleration of the golf cart. A lot of the basics are already in the demo but suspension is still a thing and a great deal of fine tuning is needed.
Note: it's possible to be able to purchase cart rental with it directly. But an alternative is to have a cart rental kiosk where players can pay.
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GOLF CART ROUTE
Award players with gem bonus when found in treasure such as earrings, necklaces, and rings as well as daggars, etc. These can be sold at the store for a bonus or taken apart and kept for crafting new items to sell or auction for greater returns at the store.
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Golf Cart
GOLF CART
Ride this around the park to cover large distances in a short time. It's ideal for golf Cart paths.
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SHOVEL STATION
In any store you'll find the area where shovels are sold. This is where the player can walk up to the presented model they like, hit a button, accept or decline adding to thier shopping cart, and then pay at the store.
It's fun to take away a bit of menu interaction in place of a more organic and natural experience. It's meant to be placed in an obvious part of the store with sale signs.
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GIFT STATION (ENVIRONMENT)
In any store you'll find the area where shovels are sold. This is where the player can walk up to the presented model they like, hit a button, accept or decline adding to thier shopping cart, and then pay at the store.
It's fun to take away a bit of menu interaction in place of a more organic and natural experience. It's meant to be placed in an obvious part of the store with sale signs.
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Gift Station Mechanic
Why not? Players should be able to approach a series of well presented items with collisions in them that would allow the buying of gifts. We might be able to allow them a means to send one to a friend from a friend list if introduced.
Another neat idea would be to randomize the gifts that appear on display, common items would always be at the top or left shelf, and rare items would be at the bottom or right shelf. Player can then buy them and either keep it or go to a crafting station along with other items they found in the game and craft them into something new for sale at the store or auction.
It would also be fun for players to buy post cards as a memento for thier time at the park. Perhaps in future gampeplay areas an NPC or event would trigger if they collect post cards from all the parks and at least it can be kept in thier scrapbook.
Kudos if from time to time a Player's crafted item ends up in the gift section but they would have to buy it back at a markup.
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Plants (Collectibles)
These are collectibles that can be found in the park. They can be sold or kept for crafting. For example, a watercrest lily can be found and plucked out of a cluster of bushes. The player can sell it for a substantial bonus. Players who want to grind it for use in the creation of perfumes or other items are warned by the menu that they will lose the bonus if they do.
Tier | Plant | Worth | Probability | Color | Description |
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4 | Watercrest Lily | 10000 | 10000 | The watercrest lily is a rare plant that grows in the swamp. It's known for its beautiful white flowers and is sought after for its medicinal properties. | |
4 | Venus Flytrap | 7350 | 9000 | The venus flytrap is a rare plant that grows in specific places. It likes to eat bugs. | |
4 | Crimson Nightshade | 8700 | 9500 | The crimson nightshade is a rare plant found in shaded forest areas. Its deep red leaves and berries are known for their striking color and mysterious properties, making it highly prized by collectors. |
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RANK MISSIONS MECHANIC
This is where the player can accept missions to rank up thier adventurer card.
It's possible we may borrow from store mode but have a rank missions mode, since no purchases are made yet accepting an objective may still count as a transaction. Further investigation needed.
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ADVENTURER CARD
This is where the player can see thier rank and progress. It's a fun way to keep track of thier accomplishments and see how far they've come.
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Plants (Collectibles) Mechanic
We can randomize based on location and type similar to precious metals. Once spread throughout the park, players can use thier camera or googles to scan for them, get data, and take pictures. As collectibles we can give players some kind of tool to extract plants and place them in thier inventory.
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Lockers (Environment)
They’re vertical lockers and perhaps cubed ones. If we can’t decide on a standard we can make two versions and split their use between different levels.
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Lockers
The player can store items found during night missions into the locker so they can sell at the store during the day as well as other things they want to store not ordinarily fitting in their bay. There’s a fee for usage and if the player doesn’t pay, they will have to wait until they can access their items again by collecting enough credits to access their items.
We might be able to have them pay a penalty for defaulting on what they owe but keep it optional.
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GHOST
We may be able to switch these up with different characters but for now we wanted to have a ghost character that can be found in the park during night mode. It's possible this character helps lead the player to rare treasure with a special backstory and with night vision goggles.
We'll need to update this with mechanics as well.
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Ghost Mechanics
Ghosts in general are meant to help clue players to haunted or special items in an area.
Ghosts wander only in night mode. They can’t be caught nor interacted with. They should have less than a 10% chance of appearing every x number of minutes. But they should hover around treasures marked or tagged “haunted”, especially if there’s a specific backstory. Players with night vision googled enabled should have a 50% chance of seeing them. When using the metal detector, when near a ghost there should be interference or a great randomization in the metal detector radar. If there’s any sound it should be a ghost voice whispering some word in relation to the haunted treasure. Once the haunted treasure is found, the ghost can disappear or Makena dramatic appearance during appraisal mode if the security guard is far enough away from the player. If the player has a crucifix, spiritual activity is reduced to 1% or eliminated. (Mila might be able to share this with players if they get her fortune)
Hummingbird
A cute, simple, hummingbird stylized and mid-detailed poly. It should lean on the side of real.
Hummingbird Mechanic
The hummingbird mechanics are meant to also be simple. We can place waypoints on certain trees and perhaps embed them in prefabs so we don't have to worry about placing them. At the start of the game, each hummingbird would fly to each waypoint at x speed, land on the tree, and then wait n number of seconds before moving on to the next waypoint.
It would have an enum of variables for different states such as pirching, flying, drinking water, and making a bird call. Having these around the park to produce audio will give the game a much more realisitc ambiance.
We might also be able to reuse these dynamics for other birds varying the model, animation, and timing.
In later iterations of the game, we can use this mechanic to create a bird watching mini game. Players who capture a picture of a bird in flight or drinking water can get a bonus and sell thier photos at the store.
Note: We can also use this mechanic for other animals such as deer, rabbits, and squirrels. Also, we can pair this with inventory and photo mode. When taking a pic of a Hummingbird, it's added to the scrapbook to later sell to the store's Nature Photo Scout.
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Mud environment
Some areas will be covered in mud. We can use a mud shader to make it look wet and muddy over a terrain crevice so players are able to get stuck in it. We can apply a similar shader used for rivers or puddles but with the terrain's color and texture value.
The depth of mud should never exceed 1 meter or half the player height.
Where mud is placed and rule of thumb to follow pending.
Mud Mechanics
Similar to river mechanics, we can reduce the players move and dig speed by 75%. When they have mud shoes and mud shovel, their dig and move speed is normal. The Jeep should be able to cross mud at 90% speed, the golf cart at 33% speed.
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Mud Shovel
We can base the mud shovel design on real life ones. They should have a unique color and design to signify they're meant for mud. Ideally we may be able to match thier style and color with mud shoes to associate their look.
Mud shovel mechanic
Once Players equip mud shovel, they can dig in mud at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, water, and sand. We can start simple and explore whether to keep it only for mud or multipurpose.
There's also the choice of offering Players the super mud shovel, one made primarily for the mud but able to offer the same bonuses as the other shovels. If so, then they can sell their other shovels for this one.
On the flip side, we should consider advantages exclusive shovels can have that an all purpose can't. For example, these mud shovels can offer players an 80% speed in other wet environments while offering full benefits in mud.
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Mud shoes
Mud shoes are meant to be a type of shoe that can be worn by the player to cross mud at normal speed. They can be found in the store and are meant to be a purchasable item.
Design-wise we can base them off of hiking boots or rubber boots. They should be colored in contrast to the mud environment. You can see them displayed in full detail at the store and perhaps in player inventory menu.
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Mud shoes mechanic
Once Players equip mud shoes, they can traverse mud at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, water, and sand. We can start simple and explore whether to keep it only for mud or multipurpose.
There's also the choice of offering Players the super mud shoe, one made primarily for the mud but able to offer the same bonuses as the other shoes. If so, then they can sell their other shoes for this one.
On the flip side, we should consider advantages exclusive shoes can have that an all purpose can't. For example, these mud shoes can offer players an 80% speed in other wet environments while offering full benefits in mud.
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Swamp environment
Swamps are similar to mud but have a different shader and texture. They should be placed in areas where there's a lot of water and mud.
Swampy regions can also contain a lot of foliage especially ones for hunting rare plants or finding treasure. The color should be in the green and brown range. Swamps shouldn't exceed 1 meter and may contain fish, reptiles, and maybe snakes.
This is also an area where we might be able to randomize the use of local fog particles to simulate humidity in the area. This might be where we turn up the fog in the background if necessary.
Swamp mechanics
Since the swamp is somewhere in between a river and mud, we might be able to apply the same rules for both. This would also mean having either mud or river shoes to cross it at normal speed as well as a mud or water shovel to dig at normal speed.
We might eliminate the idea of having mud or water shoes and just have one type of shoe that can cross both. Even so we should also consider the player's speed reduced only by 25% - 33% instead pending play tests to allow for the jeep and other vehicles to have speed. The shovel is where keeping speed is important.
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Sand environment
Think about the sand traps in a gold course or a body of water such as a coast. It's uncertain the various types of sand to use but by default we can stick with a beige color and go with white or dark brown for other areas.
Sand mechanics
Similar to mud, we can slow the player's speed but by half instead of 75%. If they have sand shoes, we can allow them to move at normal speed. Same rules apply for sand shovel except we can preserve sand speed at 75% instead of 50%.
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Pond environment
Ponds are meant to be small bodies of water that can be found in the park. They can be surrounded by mud, sand, or grass. They should be shallow enough for players to walk in and deep enough for fish to swim in.
Pond mechanics
Ponds should be shallow enough for players to walk in and deep enough for fish to swim in. We can have fish swim in them and players can catch them with a net. We can also use their regions once placed with this module to randomize placement of precious plants for collecting.
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Gravestone environment
Gravestones are meant to be placed in the park as a form of decoration. They can be placed in the ground or on top of it. They should be placed in areas where there's a lot of dirt piles. In a general sense they're meant to be a great area to introduce the likelihood of ghosts and historical treasures.
As part of the prefab, we can mark them with a "grave" or "haunted" tag for ghost mechanics and randomize flies as particle FX for random instance at game start.
Flies
We can use flies as a particle FX for random instance at game start. The can appear in mud, dirt, and grave areas.
Flies, much like gravestones, are assets that are intended to be both a prefab and a mechanic. There are situations where the two may either be inseperable. This is such a case since they wouldn't be placed manually but at the start of the game depending on environment and cirumstances.
Water shoes
Water shoes are meant to be a type of shoe that can be worn by the player to cross rivers, ponds, and coastal water at normal speed. They can be found in the store and are meant to be a purchasable item.
What makes them unique is an odd shaped bottom based on water tires in real life. They should be colored in contrast to the water environments. You can see them displayed in full detail at the store and perhaps in player inventory menu.
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Water shoes mechanic
Once Players equip water shoes, they can traverse rivers, ponds, and coastal water at normal speed (or anything tagged "water") at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, mud and sand. We can start simple and explore whether to keep it only for water or multipurpose.
There's also the choice of offering Players the super water shoe, one made primarily for the water but able to offer the same bonuses as the other shoes. If so, then they can sell their other shoes for this one.
On the flip side, we should consider advantages exclusive shoes can have that an all purpose can't. For example, these water shoes can offer players an 80% speed in other wet environments while offering full benefits in water.
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River Environment
Rivers can run across or around several parks and levels in the form of geo over terrain. It could be one continuous swervy plane or several with a water shader attached.
Height is an important consideration, we should never make it too deep but if so, we should have a way for players to get across either through bridge or vehicle. In general we want to make sure players can dig for treasure in shallow river areas where possible, we might indicate this using color. Perhaps a light green for shallow and darkish blue for deep.
Note: when modeling rivers, it's ideal to use real life parks and geo locations on Google or any other Map application to get the most natural feel possible.
River Mechanics
Depending on the size and width, players crossing a river should slow thier walk speed on default by 75%. If they have water shoes, they may be able to cross it faster.
Dig times should also be reduced by 75% if the player finds treasure in a river. But if they have a mud shovel or water shovel (pending we either make them one in the same or have them seperate), they can dig at normal speed.
If the player has a jeep, they can cross at normal speeds, if they have a golf cart they will be able to cross any but at the 75% reduced speed. While the cart isn't ideal, it should still allow players to cross rivers otherwise inaccessible by foot or bridge.
Whether we have fish swimming in them is optional. Adding a fishing mechanic using a net pending.
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Quicksand Shoes
Water shoes are meant to be a type of shoe that can be worn by the player to cross quicksand at normal speed. They can be found in the store and are meant to be a purchasable item.
What makes them unique is an odd shaped bottom based on water tires in real life. They should be colored in contrast to the water environments. You can see them displayed in full detail at the store and perhaps in player inventory menu.
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Quicksand shoes mechanic
Once Players equip quicksand shoes, they can traverse quicksand at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, mud, and sand. We can start simple and explore whether to keep it only for quicksand or multipurpose.
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Quicksand
Quicksand should be almost indistinguishable from sand minus a shader tweak. Placement can get tricky but we can base them on real life locations. More research will be needed to determine if certain conditions need to be met for the randomization of sand to become quicksand when near water or other conditions.
In terms of static placement, we can do so in areas near mud or water and for strategic gampeplay benefit. We might also consider instancing plants in these regions to increase the benefit and risk to getting stuck in quicksand.
Quicksand Mechanics
When Players enter the quicksand region, we can slow their speed to 10% or less. If they have quicksand shoes, they can move at normal speed. By equipping any other shoe, we can allow a 50% speed.
To make the most of it, we can consider placing higher valued treasures in these areas to make the reward for effort worth it but since they can buy shoes to compensate for this, it's a secondary consideration.
This would normally be considered an environment but because we can reuse the sand environment and add a shader to it, we can consider it a mechanic. By being slighly indistinguishable from sand we can trick players into getting stuck and have them watch out for it.
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Quicksand Shovel
We can base the quicksand shovel design on real life ones. They should have a unique color and design to signify they're meant for quicksand. Ideally we may be able to match thier style and color with quicksand shoes to associate their appearance.
Quicksand shovel mechanic
Once Players equip quicksand shovel, they can dig in quicksand at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, water, snow and sand. We can start simple and explore whether to keep it only for quicksand or multipurpose.
There's also the choice of offering Players the super quicksand shovel, one made primarily for quicksand but able to offer the same bonuses as the other shovels. If so, then they can sell their other shovels for this one.
On the flip side, we should consider advantages exclusive quicksand can have that an all purpose can't. For example, these quicksand shovels can offer players an 80% speed in other wet environments while offering full benefits in quicksand.
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Water Shovel
We can base the water shovel design on real life ones. But since they might not exist and be a pure work of fiction, we could introduce the idea of a technology that makes these ideal for digging in water covered ground. Imagine an odd shaped metal to signify some kind of anti-resistance to water.
They should have a unique color and design to signify they're meant for underwater. Ideally we may be able to match thier style and color with water shoes to associate their appearance.
We might be able to re-purpose this asset for the submarine when using a device to dig underwater.
Water shovel mechanic
Once Players equip water shovel, they can dig in water at normal speed. For now we'll keep it exclusive but it's possible to allow these to be true for swamp, mud, snow and sand. We can start simple and explore whether to keep it only for water or multipurpose.
There's also the choice of offering Players the super water shovel, one made primarily for water but able to offer the same bonuses as the other shovels. If so, then they can sell their other shovels for this one.
On the flip side, we should consider advantages exclusive water can have that an all purpose can't. For example, these water shovels can offer players an 80% speed in other wet environments while offering full benefits in water.
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Gemstones treasure
Tier | Gem | Worth | Probability | Color | Weight | Description |
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4 | Diamond | 10000 | 10000 | 11.7 | The diamond is a rare gem that can be found in the park. It's known for its beautiful white color and is sought after for its value. | |
4 | Ruby | 7350 | 9000 | 21.9 | The ruby is a rare gem that can be found in specific places. It has an elaborate red color and is one of the most sought after gems in the world. | |
4 | Sapphire | 8500 | 9500 | 18.3 | The sapphire is a rare gem found in deep forest areas. Known for its captivating blue hue, it is highly prized by collectors and symbolizes wisdom and royalty. |
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Gemstone detector
The science behind gemstone detection isn’t clear but if it doesn’t exist we can introduce it to players as a new type of tech therefore they would have to pay a premium for it. This opens the door for the item itself to be the kind of detector that can find jewels and items for hunting.
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Gemstone detector mechanic
The gemstone mechanic would be similar to metal detection but filter out for gems. They would also borrow the same ideas in terms of hierarchy so upgrades would work best based on specifics or for catching rare class gems.
We could also create mechanics based on four types:
- Cheap class: ignores top tier
- Middle class: detects all gems
- Top class: ignore bottom tier
- Class 1: detects gems only within the tier range.
- Class 2: detects gems only within the tier range.
- Class 3: detects gems only within the tier range.
- Class 4: detects gems only within the tier range.
- Class 5: detects gems only within the tier range.
- Reveal: Detects all gems and reveals metal once within a meter distance.
This would work for gems and metals. We can also add a radar to help detect those too far to find.
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Cave environment
The cave environment can be a small maze of tunnels and caverns. It can be raw and unexplored or be part of an abandoned mine. As we write this, it's realized we should have at least one, but if we're going for variety and possibilities, we can either have one large cavern to explore or create one for each park.
These are different cave types that can later be expanded into different parks.
- Raw cavern, dry
- Excavated cavern (with tracks and carts)
- Raw cave with underground lake
Cave digging mechanic
Digging in caves would require the spawning of unique bulges in the cave walls players can either observe or detect. It's undecided if the kind of metal should be detected in caves or if a detector can reveal what it is before being dug. Instead of using the shovel, players would have to purchase a pick axe. When players first enter a cave (we can charge a fee for this, requiring a pass to enter or license).
Players can also dig in caves, there's no reason to deny them a chance to find treasure below with the detector and decide for themselves if it's on the ground or from a wall bulge.
We might also make players earn thier license in the form of a quick tutorial where they practice a mechanic before being allowed to enter a cave. This would be true for other mechanics also.
One potential mechanic to have is a canary that can be purchased in the store. It would be a small bird that can be placed on the player's shoulder or in a cage. It would be a simple widget that can be used to detect gas in the cave. If it dies, the player would have to exit the cave within a certain time frame or they pass out and lose all treasure found.
Cave digging activates Appraisal Menu or it can cast aside chunks of dirt for sifting. See Cave Dig Dirt Sift Mechanic for details.
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Cave Pick Axe(For Cave Digging or Rock Hammer)
A model to be purchased in the store, players can then equip in with inventory or switch when in dig mode. We can offer several models and upgrades similar to shovels. In other words, A special pick (or pick shovel combo) used in place of the shovel mechanic in order to let players dig on walls for precious metals. It’s ordary by design but extraordinary in its use.
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Cave License
Made to look like a state ID, a cave license would have a rank, a pic of the player avatar or something generic, and a state park logo along with title
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Cave License Mechanic
A cave license is acquired by completing a tutorial mission, on return to the store, players get their ID. Without it, they would see a sign at the cave entrance warning they would not be able to enter and require a license at the store. For starters a provisionary is granted until they pass.
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Cave Canary
A canary like any other in a cage. It sings and chirps until no more. They can be acquired at the park store. We don’t have an idea on price but it should either be moderate or based on real life. Their purpose are to warn players in caves for carbon monoxide poisoning.
Cave Canary Mechanic
When the player sees the canary die or stop chirping in a cave after it has been placed in it’s designated location, there’s may be a few seconds before the player can exit the cave. When a breath meter appears. If the player passes out, the wake up in the park infirmary, and find all of their treasure are missing.
Players would be advised to listen for the Canaries chirp. There should be a two in 10 chance of carbon monoxide poisoning happening for players. And the amount of time they would be inside the cave before it occurs should also be randomized.
Setting up a canary and checking in on it should be part of getting one’s cave license
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Cave dig dirt sift mechanic
Modeled after the way dirt is sifted when excavating for gold, this mechanic works by taking wads of dirt acquired from the cave pick and then sifting them for x number of seconds before resulting in precious metals and unique finds. One of the major bonuses is greater chance to find precious stones as well as
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Bird watching mechanics
Bird watching is a mechanic that allows players to observe birds in their natural habitat. Players can use (optional) binoculars to zoom in on birds and take pictures of them. The more pictures they take, the more points they earn. Players can also use a bird call to attract birds to them. The more birds they attract, the more points they earn.
In every tree, there would be a waypoint. Bird NPCs would routinely fly, land, and groom or chirp for x seconds until the next tree hop. Players with the bird camera would be able to zoom and snap a picture which ends up in the scrap book along with a momentary name and value of photo. Players may be able to learn about this mechanic from a hawk trainer or in the store from the clerk or from the editor of wildlife gazette who visits to collect and pays for premium photos.
Might require items such as cell phone, camera, or binoculars.
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Bird watching treasures
Tier | Bird | Worth | Probability | Color | Weight | Description |
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4 | Green Pheasant | 10000 | 10000 | 11.7 | The green pheasant is a rare bird that can be found in the park. It's known for its beautiful green feathers and is sought after for its beauty. | |
4 | Red Tail Hummingbird | 7350 | 9000 | 21.9 | The red tail hummingbird is a rare bird that can be found in specific places. It has an elaborate red tail and is one of the most sought after birds in the world. | |
4 | Azure Kingfisher | 8900 | 9500 | 14.3 | The azure kingfisher is a vibrant bird found near clear waters. Its striking blue feathers shimmer in the sunlight, making it a prized sighting among enthusiasts and collectors alike. |
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Hawk Trainer Mechanic
The trainer triggers an event for players to buy a camera, then take a photo of a bird, save to scrapbook and sell to the clerk. If the one taken is of his hawk, he’ll pay a handsome reward. One the trainer gets his bird after objective completion, he then becomes a mission bonus completion point for players to travel further reaches of the park, upgrade camera, and take photos of rarer species.
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Fish Catching Mechanic
The players switches to a rod, one of three types. Or they can use one type of rod, but three types of lures. We can also make them interdependent systems. But the ideas to be able to improve the chances of catching a rare fish, depending on the rod a player will get. The fishing radar, which is a separate item will complement this so that players can find fish. We can make it expensive.
Note: we'll need to add a Fishing Rod to the inventory menu.
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Fishing Rod
Players would equip this in place of the shovel or pick axe. It would be a separate item in the inventory menu. Upgrades may include the ability to extend depth or to preview fish before catch such as with a radar (though this would be better in lieu of detector).
Note: Appraisal menu would appear once a fish is caught, borrowing similar mechanics from digging.
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Hunting Dog
We could have one of three types of dogs. The model itself could be either a small medium or large dog.
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Dogs
Tier | Canine | Worth | Probability | Color | Weight | Description |
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4 | Golden King Shephard | 10000 | 10000 | 11.7 | The golden king shephard is a rare dog that can be found in the park. It's known for its beautiful gold color and is sought after for its beauty. | |
4 | Red-tailed Chinese Shiba Inu | 7350 | 9000 | 21.9 | The red-tailed chinese shiba inu is a rare dog that can be found in specific places. It has an elaborate red tail and is one of the most sought after dogs in the world. (and doesn't exist.) | |
4 | Silver-coated Arctic Husky | 8500 | 9400 | 19.5 | The silver-coated arctic husky is a rare dog with a sleek, silver fur coat that shimmers in the light. Found in colder climates, it is known for its endurance and beauty, making it a prized companion. |
Note: Originally meant for Can You Dog It Mode, maybe they can also be inventory for helping players find rare plants and animals. Perhaps the more expensive ones help lead to greater value items, including metals.
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Dog mechanics
In theory, we can have dogs help sniff out plants (or even metals) that would otherwise be hard for the player to find. Maybe the same could be true for different metals. And if possible, birds and insects. A cheap medium or expensive dog would change the range and quality of what the dog finds. But in theory would be a good complement of the metal detector.
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Totem pole (Environment)
The Native American told him Paul is both a marker and perhaps a place where we can use for treasure maps to mark a particular special item that could be found nearby as a clue. Otherwise, we can just make them interesting landmarks.
UFO
The UFO is meant to be something that is at night and is also optional. It breaks fiction, but it would be fun to have. We can make a giant silver saucer that is hidden somewhere in the game, but found by players under a special circumstances. We can make this an Easter egg.
UFO mechanic
We might be able to give players the chance to actually board the UFO and if they trigger some kind of an element, then it takes them into planet Y. This can be a bonus hidden level in the game. It would only be accessible at night. Otherwise players would be able to spot that UFO in the sky at random during night mode. It would have to be under a special condition that the UFO would land mysteriously. The player wouldn’t know it, but some kind of event far off should create the conditions for this thing to land on earth.
Interesting if a pass is used to access the UFO when found from inventory but it can also just be automated.
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Meteor(sky/ground)
Having a meteor crash would be an interesting event. Finding a meteor on the ground would be an interesting thing to have if it were hidden where it would be surrounded by treasure. But a meteor can also be spotted in the sky and just become an event.
Meteor mechanics
As with the meteor model, the mechanics would simply be to fly in the sky at random at night or to land during the day under a special or randomized circumstance.
Rain mechanics
The rain can fall at random or in certain levels where there’s a lot of overcast. It could increase the size of puddles in the game and cause certain areas to be unnavigable until the water receives, or difficult to traverse. It would be interesting if materials would be affected by it where reflection is cracked up to everything when it rains. And then the reflection is reduced when it subsides. It would also mean that san traps would be turned into the mud or quicksand. And lake and rivers would expand out further. The guy should also change color or texture when it rains and then clear again when it finishes.
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Rain
The rain particle can be a standard one. Variations would be nice, but it wouldn’t be necessary... the timing and the way it affects the environment is more important. Extra credit if it could also have puddles with droplets on them.
Fire
Campfires can exist in certain areas. It may be possible for players to use the fire in order to heat their meals or cook fish if they find any. It could also be a great way to stay warm in the cold to give players an extra boost of walking. Mostly should be either an aesthetic or a lighting thing but mechanics are also possible. This opens the possibility for having forest fires occur at random. But this is also optional.
Rain Sound
The sound of rain should vary based on how it works, whether it be fast or slow. We can also randomize the sound of thunder if it gets really bad.
CUSTODIAN
The custodian can basically be a regular looking, dude with a mop or shovel. We can reuse the same model with slightly different variations of facial hair and costume. They can simply introduce themselves as an individual.
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CUSTODIAN MECHANIC
What a custodian can be kept as a simple character, they can also play another role either by giving players random clues, or taking the place of the store owner at night when the store is closed. It can also be a great character to keep players away from arias they may not be allowed to unless they get permission. The custodian should have a routine where he takes care of certain things and the players would have to look for them.
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Nature Photo Scout MECHANIC
The Nature Photo Scout could be someone that travels to the store to look for the latest in photography. For any photographs that the player takes, the editor can then given an assessment. And intern, depending on what the picture entails, the editor can give players money for their work. This can be a steady or randomize event.
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Nature Photo Scout
The Nature Photo Scout would be someone who exists in all the different stores. Or could be represented by the store, owner himself as a go-between.
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ARM MODEL
The players arm would represents who they are in the game. It could be human with different skin types. Perhaps in the beginning of the game, we give the player of basic choice. But it could be a robot we don’t mind making it human generic and have maybe four different skin types or three.
ARM ANIMATIONS
There are various or animations that we would need. One for shoveling another for the radar another for the cell phone another for driving another for fishing. And another for giving a thumbs up.
ARM RIG
The armor should be simple enough to give the players the ability to do multiple things according to the animations.
INFIRMARY
The infirmary should be a place somewhere in the store where players can respond when they get hurt or die, or put themselves into a dangerous situation or fall off the world.
INFIRMARY MECHANIC
Whenever the player has gotten themselves in danger, fallen off the world, take too much damage or done something they shouldn’t have done. They find themselves in the infirmary. We can also make it where in the event of an attack or dangerous situation. The player loses all of their treasure found.
FISH RADAR (ROD UPGRADE)
The fish radar could be a means to help players find fish sooner if they’re using a rod. We can also add a similar mechanic to the submarine. But for a submarine, we should probably consider radar.
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FISHING LICENSE
The fishing license would look like the cave license but with a different color and maybe have like a sea background or something. We’re not sure if we should do two ranks. If so, we can give them different looks.
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FISHING LICENSE MECHANIC
The fishing license would be required in order to do fishing and potentially do the same with the submarine. In theory it could be issued at the store. For a few players would get a chance to expand the Games mechanic. And in order to earn a license, the player has to go through a tutorial. Once they pass, then they’ll be able to continue moving on. We should try to make it easy for them not to fail.
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LOW PRIORITY
CLIFFSIDE BLUFFS (WORKING TITLE)
A cliff by the seaside with a cave, lighthouse, and hippy drama.
Cliffside Bluffs Shop Level
This is the level where the player can buy and sell thier treasures. It's a fun place to explore and interact with the shop keeper. It has its own theme and colors.
Note: Color and texture direction pending.
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Cliffside Clerk
This is the character who will meet and greet the player at the Cliffsize Bluffs Park Store. Personality pending but I would imagine an old hippie with blue hair.
We'll need to update this with mechanics as well.
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Cliffside Bluffs Park Security Officer*
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette.
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Monster Jungle Clerk
This is the character who will meet and greet the player at the Monster Jungle Park Store. It's possible this individual due to being in that environment under isolation for so long thier personality becomes odd (and apologizes for it). It would be fun if this person wore a different animal mask (two or three at random) and was shirtless or something to that effect. Overtly huge muscles, hairy arms and chest optional. Flannel also optional.
We'll need to update this with mechanics as well.
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MONSTER JUNGLE (WORKING TITLE)
I wish it were Parrot Jungle but we don't want to get sued by the city of Miami. It's basically Jurassic park, full of prehistoric plants and animals. It's a stretch but fun idea.
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Monster Jungle Shop Level
This is the level where the player can buy and sell thier treasures. It's a fun place to explore and interact with the shop keeper. It has its own theme and colors.
Note: Color and texture direction pending.
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MONSTER FIGHTING (OPTIONAL)
At some point we might as well have an RPG element to the game. Originally we had an idea (such as at Monster Island). Ideally since the player doesn't have a weapon, it's possible the means to engage in combat is through defensive means such as a shield or armor. This is entirely optional and needs to be thought out more.
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Monster Jungle
PLANET Y (WORKING TITLE)
Note: This was originally a sketch by Chris Kawagiwa proposing an "otherrealm" but thought we might be able to group this with Planet Y.
Many have proposed this game should take place on another planet. It goes against our sense of realism for this project but given we have ghosts already, is it that far fetched? There's no reason it can't be up for consideration as either a hidden, DLC, or something you arrive at by finding a rare metal from a meteorite or highly expensive space tourism ticket with Y-Space.
A lot of the direction for this level is more futurisitic and minimalist compared to other levels. Many organic elements are replaced by technical ones. If we decide to push this level using previous ones as a template, we can perhaps have cybernetic versions of plants and fish.
Security, Clerk, and other characters may either be in a space suit or be droids. The added bonus to this level is the ability to turn inorganic plants, fish, and other collectibles intro metals.
The downside to this level is given the rarity of guests and customers, it's likely players will get a much bigger bonus if they take their inventory or other levels.
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Y-Space Rocket
Planet Y Shop Level
This is the level where the player can buy and sell thier treasures. It's a fun place to explore and interact with the shop keeper. It has its own theme and colors.
Note: Color and texture direction pending.
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Planet Y Park Security Officer (Patrol Bot)*
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette. NPC's can also swtich to Roaming Mode
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Planet-Y Clerk (Android?)
This is the character who will meet and greet the player at the Planet-Y Park Store. You can imagine someone in a space suit or we can go with a robot. Aliens we want to shy away from because we might be able to reuse our ghost mechanic with aliens. (Bonus if player makes "first contact")
We'll need to update this with mechanics as well.
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Y-SPACE ROCKET
In honor of Me-lon Usk, the found of Y-Space, the great space tourism company, we have a rocket that can take you to Planet Y. It's a bit of a stretch but it's a fun idea.
Maybe a ticket will be needed to board the rocket.
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Y-SPACE ROCKET MECHANIC
This is where the player can enter the rocket and take off to Planet Y. It's a bit of a stretch but it's a fun idea.
It may require the purchase of a boarding pass from the store. This event might not be available until players discover the UFO and turn in a rare item from it, idea pending.
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Y-Space Rocket
JEEP
Ride this around rocky areas to cover large distances in a short time. It's ideal for hard to reach areas.
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Jeep Mechanics
JEEP MECHANICS
The transmission, steering, and acceleration similar to the golf cart. But a major difference is that it would be a 4x4 and be able to traverse rough terrain in raggid areas.
Similar to the Cart Kiosk, it's possible players would rent or pay for access with a key when arriving at the lot and be able to use it for a limited time.
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SUBMARINE (MAYBE)
We might use this in Cliffside bluffs but in general it's cool to have an underwater mode where the player can explore the ocean floor and collect undersea treasure using special magnets and other equipment (as well as see fish).
Might need a pass to board the submarine, purchasable at the store. Also, we might add an extraction mechanic or device similar to the shovel, in lieu of, when a coral or rare ocean item is found (as well as metals). This would then activate appraisal mode and perhaps be an upgrade for the vehicle. Maybe we can give players the option to purchase rather than rent. When renting, the base stats work. When purchasing, then upgrades are available. Or rentals can be as simple as basic, deluxe, and ultra models to keep it simple and focus on hunting, with all base, moderate, and max stats.
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SONAR UPGRADE
The sun upgrade could be something that they buy or rent for when they’re using the submarine for underwater levels.
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Coconut Island Shop (Env)
The shop model itself should have a carribean vibe and colors seen in countries like Aruba, Jamaica, Bahamas, and so on. We can also mix it up and model our island after Hawaii.
Note: Design and art direction pending.
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Coconut Island Shop Clerk
This clerk is the shop keeper and is a fun character to interact with. Since we're undecided on atlantic versus pacific, it's a toss up between a carribean or hawaiian theme. The character can greet players with "hey mon", "ey dredd", or "aloha" and so on.
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Coconut Island Shop Clerk Mechanic
Similar to other shop clerks, the character is a gateway to handling customer transactions.
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Coconut Island Security Officer (Trooper)*
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette.
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COCONUT ISLAND (IT'S HAUNTED)
I want this to be the literal name of the island. It would be fun as well as an excuse to have caves, beach, scuba diving, and of course, ghosts! "feel the breeze of coconut".
Coconut Island Shop Level
This is the level where the player can buy and sell thier treasures. It's a fun place to explore and interact with the shop keeper. It has its own theme and colors.
Note: Color and texture direction pending.
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Jeep Rental Section
For Monster Jungle, Coconut Island, and Cliffside Bluffs, we can have a jeep rental section where the player can rent a jeep for a fee. It's meant to be laied out similar to the golf cart rental area and would likely be adjacent to it. If too far away from the store, we can have a rental clerk or key pickup kisok.
This area is meant to feel a bit more military and serious since you're rending a Jeep. Cautions and warnings should be part of the motif.
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Submarine rental section
Coconut island will have this as an area near the ocean, probably at the end of boardwalk. We can have a platform, stairs, and sign inviting players to rent a submarine for a fee.
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Monster Jungle Security Officer (Ranger)*
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette.
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Yakky Yak Clerk
This is the character who will meet and greet the player at the Yakky Yak park.
We'll need to update this with mechanics as well.
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Yakky Yak Park Security Officer*
This is the security officer for the park. He's a fun character to interact with and can be found in the store sleeping in the corner by day or patrolling the park with flashlight at night. He would have a hat and uniform. If there's variations on this character, having a mustache or not would depend on randomization as well as beard (optional).
His color scheme and uniform depends on Gold Rush Park Store palette.
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Yakky Yak National Park (snow)
Yakky Yak National Park is a snowy park that is fashioned a bit after Mount Hood from Portland, Oregon, or other state parks like it. We can also blend some areas of Aspen Colorado and have ski lifts that allow the players to travel from one area of the map to another.
Yakky Yak Shop Level
The Yakky Yak shop level would be a silly one. It should have a bit of a sweat lodge field with with deer heads on the walls and the giant fireplace. It should have a lot of things that one would find in a snowy cabin.
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Jungle Giant Lizard
Think of a mid to low poly triceratops, stegosaurus, or rhino. But the jungle giant lizard is meant to represent a somewhat prehistoric creature with hybrid elements of modern ancestors.
Its scale should be at least the height of a horse or the mass of an elephant.
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Jungle Giant Lizard Mechanic
Ideally we would only want one but it’s possible to max them at three. They might be able to attack the player but this is pending how the player can defend or attack. If the shovel can be upgraded as a weapon, this may open a function to attack but not kill the lizard, only pole or away to leave the player for a long time.
The danger it could pose to players is biting off the treasure sack where players lose their treasure and the bag along with it. We can have it attack players three times or have a bar somewhere indicating damage and once it hits 0, the animation for creature attacking the player against their will and taking their bag happens. We can also have the player pass out and wake up in the back of a jeep or on the couch of the game store letting them know they’ve been rescued before any harm could be done and are warned to be careful.
We might also consider a horn that plays loud enough to ward them off. But it would be fun to create a parallel where players also risk attracting other creatures that may harm them.
Snow Shovel
We can base the snow shovel design on real life ones. They should have a unique color and design to signify they're meant for snow. Ideally we may be able to match thier style and color with snow shoes to associate their appearance.
The snow shovel itself would have a special appearance, but give players the ability to shovel fast faster in that element and they would with a normal shovel. We can perhaps give the player at 200% speed increase. Or have a penalty that is removed when a snow shovel is used in the snow.
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Snow Shovel Mechanic
Once Players equip the snow shovel, they can dig in snow at normal speed. For now we'll keep it exclusive.
There's also the choice of offering Players the super snow shovel, one made primarily for snow but able to offer the same bonuses as the other shovels. If so, then they can sell their other shovels for this one. We might be able to apply a multipurpose benefit to dry environments but at a reduced speed such as with sand and keep it exclusive to that type.
On the flip side, we should consider advantages exclusive snow can have that an all purpose can't. For example, these snow shovels can offer players an 80% speed in other environments while offering full benefits in snow.
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Goggles
Hammering or chiseling rock can cause rock chips to fly up and enter your eyes -- wearing safety goggles can prevent this. We might have it as an upgradable item to prevent player fog or something of the like or make it high tech as a HUD.
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Coral reef treasure
Tier | Coral | Worth | Probability | Color | Weight | Description |
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4 | King Coral | 10000 | 10000 | 11.7 | The king coral is a rare coral that can be found in the park. It's known for its beautiful green color and is sought after for its beauty. | |
4 | Marluse Kelp Coral Weed | 7350 | 9000 | 21.9 | The marluse kelp coral weed is a rare coral that can be found in specific places. It has an elaborate lime color and is one of the most sought after corals in the world. | |
4 | Sunset Fire Coral | 8600 | 9200 | 16.5 | The sunset fire coral is a striking coral with vibrant orange and red hues, resembling a fiery sunset. Found in deeper waters, it is highly prized by collectors for its brilliant colors and rarity. |
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Coral Collection Mechanic
The coral collection mechanic is a new feature that allows players to collect corals from the park's ocean. Players can use a special tool to collect corals, or similar to bird watching, take photos using either thier submarine drone cam or deep sea cam. We can also have a "collecting sample..." mechanic with special items to use for it that take the place of the shovel. If using a drone, perhaps it's a drone upgrade? Or if through pics, collecting pic or samples can then be sold for a profit. The more corals players collect, the more money they can make.
Collecting samples might be the way to go.
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Fish Treasure
Tier | Fish | Worth | Probability | Color | Weight | Description |
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4 | Golden Snapper | 10000 | 10000 | 11.7 | The golden snapper is a rare fish that can be found in the park's ocean. It's known for its beautiful gold color and is sought after for its beauty. | |
4 | Black Tail Seahorse | 7350 | 9000 | 21.9 | The black tail seahorse is a rare fish that can be found in specific places. It has an elaborate black tail and is one of the most sought after fish in the world. | |
4 | Blue Emperor Angelfish | 8800 | 9500 | 18.3 | The blue emperor angelfish is a stunning fish with vibrant blue and yellow stripes. Found in coral reefs, it is highly prized by collectors for its majestic appearance and rarity. |
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Hawk Trainer
The hawk trainer wanders the park every so often wearing flannel, long pants, and an arm brace for training his lost hawk. He carries binoculars and stares out at the sky looking for his lost bird.
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Hawk
The hawk is a bird that can be found in the park. It's known for its beautiful feathers and is sought after for its beauty. The hawk can be found in the park and players can take pictures of it for a reward.
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Underwater ship wreck environment
This is an underwater environment where the player would require a submarine, and the ability to explore reef in order to both Catfish as well as be able to spot rare reef elements.
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Giant Fish (creature)
We can have at least three giant fish creatures for the player to find and catch or photograph in the underwater realm for whatever park has ocean diving. We’re not sure if deep-sea diving would only require a submarine, but it’s possible. It could also be done maybe with an underwater drone. This will need further exploration. But for now having three types of giant fish creatures, a cheap medium, and rare expensive fine is what we need.
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Giant fish mechanic
We’re not sure how the spawning would work except to make them very sparse over an open area. And then create a probability. Overall, they would swim according to some pattern. Some would be closer to the surface. Some would be in the middle of the ocean and others would be closer to the floor. In theory of the ones closer to the floor would be where the rare ones could be found.
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Giant Kelp Environment
We can fill a lot of the underwater areas with giant kelp. These are large grass models that the players should be able to navigate through. It may also obscure visibility. This can make the hunt for fish and coral and other things more interesting especially in certain zones. It may also make for use of sonar. If there’s no sonar, let’s consider having it as an upgrade to the submarine.
Giant kelp mechanic
The giant kelp can be a minor modeling element that weighs a little bit under the water. We can have short, medium and tall grass. And work on whether we can deform it around the player when they navigate or swim through. The same could be set of fish poking and out of the kelp.
Can You Dog It mechanic
Can you dog is a silly bonus mechanic where the treasure is simply replaced with dogs that you bury out of the ground?
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Can You Dog It mode
Can you dog it mowed preserves all the same mechanics of metals but just replaced them with dogs and have entire different breeds that you find and pick up and collect. This is a bonus and a low priority.
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Snow
Snow and the game can be represented as both particle effects as well as a ground texture. Maybe it can blend with rock in certain areas or trees.
Snow mechanics
Snow can slow the player down the same way as sand. We can potentially have the player also slip or be affected by physics without special shoes. We could also have frozen lakes. Players can glider across them unless they have special shoes.
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Snow vehicle
The vehicle would be something that players can rent in order to get around for fun in the snow areas of the game
Snow vehicle would in theory need a key from inventory but also auto-started once acquired. Such as with the jeep or cart, it can either be accessed by kiosk or key purchase from store.
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LEVEL SELECTION MENU
I'm not sure we want to start the Player off with a menu compared to a 3D environment and wonder if the first level should really be an office with posters or a gift shop. Really it would be interesting if we really started in a parking lot.
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TRAVEL AGENCY (LEVEL SELECT)
In theory, it would appear as a menu where the player would be able to choose between a different locations. The player would start off with a bunch of money and be given a choice as to where they wanna fly to.
It's possible for players to require credit in order to travel to other treasure hunting locations. Gold Rush Park is first so we can say it's included as a freebie or part of an all-inclusive trip.
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TRAVEL AGENCY (LEVEL SELECT) MECHANIC
Weather players get to choose any level at the start of the game is a different story. But we wanna be able to set up price for the different types of parks they can go to. We can create discounts for easier levels and create expense for the harder ones. And then, when a player chooses a level of the loading screen becomes a storyboard about the process of them traveling from checking in to their hotel, renting their car, the plane taking off and all that jazz.
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TRAVEL AGENT
The travel agent would be a character that would be at the store. They would be the one that would issue the player their ticket. They would be a generic looking person with a suit and tie. In theory they would be someone who helps the player get back to the level select menu.
It's unclear if the agent will be an interactive or passive character. Passing may be better since it's also part of the start menu
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NO PRIORITY
PHILOSOPHY
Q&A
Who is this game for?
We're aiming for a general audience and treasure seeker types.
What is this about?
If you like metal detecting and wish you could do it in real life, this project offers that. Also it's meant to be a relaxed vibe.
When will this game ship?
To be honest, it could go very well into 2027 but we want to be able to roll out a demo as soon as possible and have it ready for the Nintendo Switch before early 2026.
Where is it being developed?
At home!
Why?
Because it's fun. :)