48 lines
1.7 KiB
Markdown
48 lines
1.7 KiB
Markdown
# Game Design
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This document details how Lucker Party is intended to work by describing how the game flows from start to finish.
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But right now it's just a brainstorming document for the technical architecture.
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## Terms
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- **Lobby** - The initial game state where players get ready to play a Round.
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- **Round** - A number of minigames played back-to-back. A Round starts when the Host starts the game from the Lobby.
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- **Minigame** - An individual custom game that all players score points in.
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- **Player** - an active member of the round. Players can get points and will be included in the Round stats
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- **Spectator** - A Client that's not an active member of the round. The minigame can choose what controls the Spectator
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receives to interact with the scene.
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## Lobby
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### Creation
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When the lobby is initially created by the host, a Lobby UI is presented to the host and anyone else who joins
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thereafter.
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### Lobby UI
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The Lobby UI shows:
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- The list of Clients
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- Game Settings
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- Number of minigames
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- Client Settings
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- Color - This player's visual tint for identification in the mini games
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- A Start Game button
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When the Start Game button is pressed a countdown starts, and after the first minigame starts
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## Round Manager
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Manages the current Round. Starting, stopping, triggering minigames from the manager, etc.
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Think of the Round Manager as the orchestrator of the set of minigames for the round.
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The round manager has different states that is passes through from start to finish of a Round. Some ideas that aren't
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implemented yet:
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- Countdown before the first minigame
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- Starting a minigame
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- Pausing a minigame
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- Receives signal from the Minigame that it has finished |