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Requirements
The following requirements will be broken down into:
- Required (
‼️ ) - Desired (💡)
- Aspirational (✨)
Users will be introduced to a screen on game launch allowing them to choose to begin playing, access settings, or quit the game.

Players can load into a lobby to wait for other players to join, or alternatively launch the game by themselves with no other players.

Players that play the game alone are able to pause the game, access their settings, or quit the current session and return to the main screen. Multiple players can do this action, but the game remains running.

Access the settings screen from the main menu or during the game, and make modifications to what the player prefers the most.

Eliminated players during gameplay are able to watch and spectate other players. Solo players are treated as game over, provided the mission summary screen, and returned to the main menu.

When an expedition is complete, or all players are defeated, the mission summary presents the statistics of the game ### such as how many artifacts each player collected, how many units a character travelled, etc...

Overall world, but can change maps for different locations, after each exploration the players meet on the ship to upgrade. Open world map with individual nodes (stages) the player can choose from
Access a screen where players can pick skills with a "skill point" currency, which can provide bonuses to what a player can do with a class.
Accessible in the overworld (overall world), the host is able to purchase items for usage during exploring a stage (accessible via nodes mentioned during map screen).
Anglerfish can emit deceptive light that tricks divers into approaching, mistaking it for a friendly light source, a diver making contact with an anglerfish depletes their oxygen. Divers can avoid damage by standing still until the anglerfish leaves the area.

Squid enemies can ambush divers, temporarily blinding them by releasing ink. The ink dissipates after a short period, returning the player's vision to normal. Squids are fast and can retreat quickly after an ambush, making them difficult to attack.

Jellyfish stun divers upon contact, immobilizing them for a few seconds before leaving. The jellyfish moves erratically across the map, making avoidance a challenge. Divers need to plan their movements to avoid being stunned and left vulnerable.

Sharks can charge at divers in straight lanes, causing severe oxygen damage if they make contact. When charging, sharks can destroy destructible environmental elements. Divers must evade the shark's charge by moving out of its path or taking cover behind obstacles.

Pirate submersibles will deploy pirate divers who compete for artifacts and attack player divers. Pirate divers can steal artifacts from players but will drop them when defeated. Players can retaliate by using the submersible's weapons to damage and destroy pirate submersibles.

The octopus can latch onto a player, restraining their movement and suppressing their light. Players can free themselves from the octopus, but the process is faster with assistance from other divers.

Lionfish poison divers upon contact, causing them to lose oxygen faster and preventing stamina regeneration. The poison effect lasts until the diver finds an antidote or returns to the submersible. Divers must avoid contact with lionfish or carry antidotes to mitigate the poison's effects.

Large, unique enemies that act as bosses at the end of major expeditions withholding valuable artifacts players would desire to have.

Surrounding light/aura on players which illuminates a small radius.
Oxygen operates as health, decreasing at a small, flat rate. Attacking enemies both incur a set value to decrease oxygen, as well as increase the rate of depletion.

Player has a set inventory of three slots, modified by class and skills.
Purchasable objects from the shop.
- 3.4.1 Flashlight
‼️ : Toggle on and off item, sets a light cone in the direction the player is facing.

- 3.4.2 Antidote
‼️ : Purchasable item that nullifies poison effects found in the shop.

How fast the player is swimming, the faster the player swims, the faster their oxygen levels depleted, taking time to regenerate.

Captain can drive / relocate the submarine to lessen travel distances, as well as attack the opposing pirate submersible.

Players can collect artifacts and view collection status. Artifacts have varying rarity levels (common, rare, legendary) which affect rewards.

Player is able to interact with items and the environment.
Display the current depth the player is at
Defeating special enemies gives rare items with higher tiers.
Players can hide from enemies by staying out of sight or turning off lights.
Downed players in multiplayer lobbies will be unable to control their player due to low O2 and must be revived by other players presented with the "Death Screen". For limited time and can be revived but when the time runs out, player is eliminated and must spectate. Solo players do not have this feature.
Harpooner can stun sea creatures and incapacitate pirate divers using specialized equipment, expend less stamina when dashing, allowing for faster evasion, and have fewer inventory slots compared to other classes, limiting their carrying capacity.

Porter divers have increased inventory slots for carrying more items and artifacts, have a larger oxygen pool compared to other classes, and expend more stamina when dashing, requiring careful stamina management.

Demolitionist divers can carry explosives (satchel charges) to destroy key environmental obstacles, have standard inventory slots but can destroy environmental hazards quickly, can instantly destroy destructible objects using their explosives.
Captain divers can navigate the submersible with greater speed and precision than other classes, can command attacks from the submersible, allowing it to engage and damage pirate submersibles, can improve the performance of the submersible's movement and combat capabilities.
Player can change default input settings

Player can change the loudness of gameplay.

Player can change the brightness of gameplay

Experience total based on the player contribution during exploration stage (i.e. items gathered)
Based on the artifact rarity brought to the submarine, a basic calculation of currency is established and given to the players to spend in the shop (i.e. flashlight, radar, metal detector)

Be able to move the cardinal directions and diagonals, mimicking the sluggish movement of water.
Based on the amount of experience gained, upon leveling up skill points are assigned
Players can unlock skill trees, improving their abilities. (oxygen, speed, etc.)
Players can upgrade various aspects of their submarine.
Allows for co-operative gameplay.
Emote System to share information, express emotions, strategize.
Features of a stage that players could explore, search for artifacts, and avoid dangers. The main defining point of a stage.

Mines that sway and detonate on touch with player.

Natural features that slow a player's speed.

Players can hear audio cues of approaching enemies like pings or water turbulence.
Results from drastic changes in environment sucking the player towards the center and lower oxygen levels. Stamina needs to be used to leave quickly.
Indicated by white lines flowing in a direction, increases the speed of a diver going in a particular direction but provides resistance against going the opposite.
Dims visibility could increase enemy spawn rate or provide a variety of enemies, and oxygen rate change.
Hidden areas on the app that can be accessed through special actions or keys or puzzles.
Indicator that the player has extremely low oxygen, indicated on sprite or on the HUD.

Flashing indicator on HUD, or sprite change to show that a player has expended their stamina and needs to replenish.

A visual indicator through animation that the player should be concerned with their oxygen.

A thermometer on the submersible that presents the temperature of the stage. Cold increases the rate of oxygen decay and slows movement.