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Lost Pigeon Studios presents


                           fenestra
Core Vision
	

    An old man tries to take his own life, but finds himself unable to. He discovers that
he has the power to travel between two worlds whenever he dies. The player must use
this power to guide the man through puzzles, reaching a door to exit each level. The two
worlds travelled by the man are a dark, modern city and a bright, vibrant outdoor setting
from long ago.


Design Philosophy
	

    The selling points of the game are the abstract puzzle solving mechanic and the
reversal of the traditional death-avoidance paradigm. Players must be able to work with
both instances of the world and utilize the objects and layouts of both to get to the door
and continue the game. Regardless of how far behind we get in our game development,
we cannot cut out the fundamental element of switching between worlds by dying. If we
do become short on time, we will drop some of our more ambitious mechanics such as
giving the player a vial of poison to kill themselves at will.


Objectives
	      The main goal of the game is to beat the levels by unlocking doors or navigating
obstacles using both worlds to get to the end. This is motivated by the character
development of the protagonist. The thoughts and memories of the protagonist are
revealed as the player progresses, so the player is motivated to solve each puzzle in order
to hear the next part of the story.
Challenges
The challenge of each level is simply to move the protagonist through the exit door. The
exit will usually be inaccessible in some way, so the player must figure out what tasks need
to be accomplished to reach the exit. The player may be challenged with some of the
following mechanics:
Choice of Death - The puzzles are designed such that the player must die in some way
to reach the end of the level. The principle challenge is for the player to decide when
and where they need to die in order to solve the puzzle.

Buttons - The presence of a weighted object will activate the button, opening a door or
otherwise altering the level state.

Keys - Doors may be locked and require a key to pass through. The key may be in a
location that requires the player to die and pass through the other world, or may exist in
both worlds and need to be carried through with the player.

Switches - Players can toggle switches between two states, which changes the
behavior of the object(s) that the switch is connected to. Players may have to activate
switches in specific orders or at specific times to solve a puzzle.

Timing Challenges - Players may have to synchronize their death with specific events in
one world in order to open a path to the exit.
Actions

Verb               Description                            Importance

Walk               Move horizontally on platform          Critical

Jump               Jump temporarily into the air          Critical

Die                Kill yourself to pass between worlds   Critical

Push               Push boxes to solve puzzles            Valuable

Climb              Move vertically on a ladder            Valuable


Action Mechanics

Walk
  limitations
  • Can only be used when direction of motion is unobstructed
  outcomes
  • Walk left or right
  • Move in mid-air left or right
  • Fall off a platform
  • Collide with deadly object
Jump
  limitations
  • Can only be used on a platform
  outcomes
  • Rise vertically
  • Collide with deadly object above
Climb
  limitations
  • Can only be used on a ladder
  outcomes
  • Move up or down at a steady speed
  • Able to resist gravity
Interaction Mechanics

Die
      limitations
      • Can only die from dangerous objects (spikes, fire, etc)
      • Player does not actually die in the conventional video-game sense
      outcomes
      • Pass between worlds
      • Freezes physics in world you’re not in
Push
      limitations
      • Can only be used on a platform
      • Can only push objects light enough (walls and heavy objects won’t push)
      outcomes
      • Move boxes to new positions
      • Destroy boxes by pushing them into spikes
Activate Button
      limitations
      • Button is only activated if the player or a box is resting on it
      outcomes
      • Activate the object to which the button is connected
Enter Door
      limitations
      • Player must be directly in front of door
      • Door must not be locked
      outcomes
      • Current level ends
      • Next level loads
Unlock Door
      limitations
      • Player must come in contact with door
      • Player must be carrying key
      • Door must be locked
      outcomes
      • Door becomes unlocked
      • Key is destroyed
Pick Up Key
   limitations
   • Player must come in contact with key
   outcomes
   • Player will carry key until it is used to unlock a door or the player dies; keys that
      transcend worlds will remain with the player when he dies

Activate Switch
   limitations
   • Player must be directly in front of switch
   outcomes
   • Switch toggles position
   • Object connected to switch toggles state

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Gameplay specificationfinal

  • 1. Lost Pigeon Studios presents fenestra Core Vision An old man tries to take his own life, but finds himself unable to. He discovers that he has the power to travel between two worlds whenever he dies. The player must use this power to guide the man through puzzles, reaching a door to exit each level. The two worlds travelled by the man are a dark, modern city and a bright, vibrant outdoor setting from long ago. Design Philosophy The selling points of the game are the abstract puzzle solving mechanic and the reversal of the traditional death-avoidance paradigm. Players must be able to work with both instances of the world and utilize the objects and layouts of both to get to the door and continue the game. Regardless of how far behind we get in our game development, we cannot cut out the fundamental element of switching between worlds by dying. If we do become short on time, we will drop some of our more ambitious mechanics such as giving the player a vial of poison to kill themselves at will. Objectives The main goal of the game is to beat the levels by unlocking doors or navigating obstacles using both worlds to get to the end. This is motivated by the character development of the protagonist. The thoughts and memories of the protagonist are revealed as the player progresses, so the player is motivated to solve each puzzle in order to hear the next part of the story.
  • 2. Challenges The challenge of each level is simply to move the protagonist through the exit door. The exit will usually be inaccessible in some way, so the player must figure out what tasks need to be accomplished to reach the exit. The player may be challenged with some of the following mechanics: Choice of Death - The puzzles are designed such that the player must die in some way to reach the end of the level. The principle challenge is for the player to decide when and where they need to die in order to solve the puzzle. Buttons - The presence of a weighted object will activate the button, opening a door or otherwise altering the level state. Keys - Doors may be locked and require a key to pass through. The key may be in a location that requires the player to die and pass through the other world, or may exist in both worlds and need to be carried through with the player. Switches - Players can toggle switches between two states, which changes the behavior of the object(s) that the switch is connected to. Players may have to activate switches in specific orders or at specific times to solve a puzzle. Timing Challenges - Players may have to synchronize their death with specific events in one world in order to open a path to the exit.
  • 3. Actions Verb Description Importance Walk Move horizontally on platform Critical Jump Jump temporarily into the air Critical Die Kill yourself to pass between worlds Critical Push Push boxes to solve puzzles Valuable Climb Move vertically on a ladder Valuable Action Mechanics Walk limitations • Can only be used when direction of motion is unobstructed outcomes • Walk left or right • Move in mid-air left or right • Fall off a platform • Collide with deadly object Jump limitations • Can only be used on a platform outcomes • Rise vertically • Collide with deadly object above Climb limitations • Can only be used on a ladder outcomes • Move up or down at a steady speed • Able to resist gravity
  • 4. Interaction Mechanics Die limitations • Can only die from dangerous objects (spikes, fire, etc) • Player does not actually die in the conventional video-game sense outcomes • Pass between worlds • Freezes physics in world you’re not in Push limitations • Can only be used on a platform • Can only push objects light enough (walls and heavy objects won’t push) outcomes • Move boxes to new positions • Destroy boxes by pushing them into spikes Activate Button limitations • Button is only activated if the player or a box is resting on it outcomes • Activate the object to which the button is connected Enter Door limitations • Player must be directly in front of door • Door must not be locked outcomes • Current level ends • Next level loads Unlock Door limitations • Player must come in contact with door • Player must be carrying key • Door must be locked outcomes • Door becomes unlocked • Key is destroyed
  • 5. Pick Up Key limitations • Player must come in contact with key outcomes • Player will carry key until it is used to unlock a door or the player dies; keys that transcend worlds will remain with the player when he dies Activate Switch limitations • Player must be directly in front of switch outcomes • Switch toggles position • Object connected to switch toggles state