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NOTES

> # Fun With Hopperbots Gameplay Design Doc

> Note: Production team desires that any numbers mentioned be easily tweakable.

> To be played by one or two people.

> Hoppers flock together on land in homebase(s) until a timer boots 1 out to meander down one of two paths.

> Depending on location of Gator, both paths may result in life or death.

> Non-booted hoppers always stay within boundaries of homebase(s).

> There are always 8-12 hoppers in scene at any time.

> Player can control at most 3 hoppers.

> If controlling 3, one of those 3 will commit to closest path after 30 seconds.

> Hoppers' feelings toward player fall in one of four states: Fear, Uncertainty, Curiosity, Adoration.

> > · Initial state is Uncertainty.
> > 3 deaths move hoppers one step toward Fear.
> > 3 freedoms move hoppers one step toward Adore.
> > · Fear
> > Timer boots 1 hopper out of homebase every 15 seconds.
> > hoppers always move as far from player as they can get.
> > · Uncertainty
> > Timer boots 1 hopper out of homebase every 30 seconds.
> > hoppers attempt to stay no less than 10ft away from player.
> > If player runs, hopper is feared.
> > · Curiosity
> > Timer boots 1 hopper out of homebase every 30 seconds.
> > hoppers move toward player if player is not facing them but no closer than 3ft.
> > hoppers stay no less than 7ft away from player if player faces them.
> > If player runs, hopper runs in opposite direction until 10ft away.
> > · Adoration
> > Timer boots 1 hopper out of homebase every 15 seconds.

> > hoppers stay no more than 5ft from player.

> When 20 hoppers are saved, the player(s) receive some visual reward.

> Multiplayer

> Hopper deaths/frees effect both players' relationships equally.
> Player's always share same relationship with hoppers.
> In cases of competing player influence:
> proximity carries highest weight
> if proximity fails to resolve conflict, flip a coin