THis is just a sample doc I wrote up today to detail some of things I think I want to do to Suu-ey! before releasing it. There are some big gameplay changes in there, nothing too big, but .. The game play right now is 90% done. The only thing not in there currently is power ups and downs.. and of course, I have only recently given it any kind of menu system, so thats an ongoing thing. I finally got my circular rotating haybales menu integrated into the GSM.. not a very elegant integration, but it works! I’ll post some shots sometime early next week after I have a couple days off from work to work on this!

So for those interested, heres the proposed changes.. Got any ideas for power ups or downs?

Suu-ey! Game Play Changes:

Implement Player Health meter and animate it
Change to continous 360 degree movement
Implement mouse control of pig in addition to keyboard
Remove windows gamepad controls or fix(!) and add in 360 Gamepad controls
Change game to accomodate time based movements
Implement per pixel collision detection to help with getting ‘stuck’
Redesign player directional sprites (depending on movement change) to be one size to help with getting ‘stuck’
Change bombs to ‘daze’ player causing a loss of time, and possibility of getting hit again. Lose X health.
Add in Dazed animation. 3-5 second duration.
Add in dynamite – lose life automatically
Add in flying pitchforks
Adjust bonus scores
Adjust collision with food objects to increment level timer by 2-3 seconds in addition to score, add 2% to health
Redesign GUI
Implement different obstacles for different levels
Implement crazed farmer
Implement Options screen
Implement different background images
Implement power ups and downs
Possibly add post process effects to powerup usage.
Add in health system in addition to lives to make it a little bit easier.
Add in new models / intro art / background music and sounds (currently being designed)
Possibly change system to scale based system so the game scales properly and allow resolution changes.
Animate Loading Screen
Design Help Screen
Migrate and test high scores class from Kollectiv
Add in Intro scene.
Implement EasyZip content project.
Implement Graphi-XNA project.
Suu-ey! Game Play Changes:

Game Modes: Normal / Frenzy / Timed
  • Normal: Normal game play rules apply here
  • Frenzy: All food comes at all times, all power-ups are available, no lives, just health meter.
  • Timed: Eat as much as possible within a time limit determined by difficulty, no lives, just health meter.
Difficulty Level: Easy / Normal / Madness
  • Easy: Object speeds decremented by 25%. No Flying pitchforks. No Crazed Farmer.
  • Normal: All normal game play rules apply.
  • Madness: Object speeds incremented by 25%. Higher chance of Farmer & Pitchforks, Power Downs. Bombs kill instantly.
Sound / Music / Vocal Volumes
Screen Resolution(?)
Full Screen / Windowed
Reset High Scores List
Game Credits
Suu-ey! Power Ups & Downs:

Power ups begin to appear at level 3 and higher.
Power Ups:
Green Pepper – Increases pig speed – Frenzy Mode – change player sprite to whirlwind with pigs head – Level 5+
Ice Cube – Decreases object speeds by 33% – Level 6+
Pig Icon – Extra Life – Level 3+
StopWatch – Increment timer by 10 seconds – level 4+
Gold Coin – Increment score – Gives bonus of x2 on object score values – Level 10+
Power Shake – Increment player health by 33% – level 6+
Power Downs:
Red Pepper – Increment object speeds by 33% – Level 7+
Time Bomb – Changes all objects to bombs for duration of passage on screen – Level 3+
Pitchfork – Decrements level timer by 10 seconds – Level 4+
Poison Apple – Increment objects required by level by 10 – Level 10+
Martini – Decrease player speed by 45% – Level 5+