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