From 03b6c5c484befe728edfd3e47615e58f175e1162 Mon Sep 17 00:00:00 2001 From: Imrayya Date: Tue, 28 Jul 2026 13:50:05 +0700 Subject: [PATCH] docs: filled in questionnaire --- QUESTIONNAIRE.md | 78 ++++++++++++++++++------------------------------ 1 file changed, 29 insertions(+), 49 deletions(-) diff --git a/QUESTIONNAIRE.md b/QUESTIONNAIRE.md index 0c6be7a..d498f85 100644 --- a/QUESTIONNAIRE.md +++ b/QUESTIONNAIRE.md @@ -10,21 +10,23 @@ > *(e.g., "A first-person frog who navigates a dangerous road and river in a retro-inspired FPS.")* +A first person FPS game that highly customizable where almost all stats is open to changing with mechnacis changes stats. So every item or power is a modifier to everything. It isn't frogger the video game but a rogue-lite dungeon explorer that an FPS that you shoot spirits of different types of frogs (two 2D sprites). + --- ## 2. Core Concept **What's the hook? What makes this interesting or different?** -- [ ] Retro/arcade feel (high score chasing, simple mechanics) +- [X] Retro/arcade feel (high score chasing, simple mechanics) - [ ] Narrative-driven (story, characters, world) -- [ ] Mechanic-first (unique twist on a genre) +- [X] Mechanic-first (unique twist on a genre) - [ ] Atmosphere/mood (immersive, experimental) - [ ] Other: _________________ **What genre does this fall under?** -- [ ] Pure FPS (shooters, combat-focused) +- [X] Pure FPS (shooters, combat-focused) - [ ] Hybrid (FPS + puzzle/platformer/other) - [ ] Arcade revival (Frogger-inspired with FPS twist) - [ ] Something else: _________________ @@ -40,8 +42,8 @@ **What's the tone?** - [ ] Serious/gritty -- [ ] Lighthearted/fun -- [ ] Quirky/weird +- [X] Lighthearted/fun +- [X] Quirky/weird - [ ] Retro/nostalgic - [ ] Horror-adjacent - [ ] Other: _________________ @@ -57,14 +59,14 @@ **What's the primary challenge?** - [ ] Reflexes/timing (like Frogger's road crossing) -- [ ] Combat/aim (FPS gunplay) +- [X] Combat/aim (FPS gunplay) - [ ] Puzzle/logic (figure out how to proceed) -- [ ] Resource management (ammo, health, etc.) +- [X] Resource management (ammo, health, etc.) - [ ] Combination: _________________ **Win condition?** -- [ ] Reach the end/goal +- [X] Reach the end/goal - [ ] Survive a wave/round - [ ] Complete objectives - [ ] High score chase @@ -72,52 +74,32 @@ --- -## 5. Frogger Inspiration - -*Since this is "Frogger-FPS," how does Frogger influence the design?* - -**Which Frogger elements carry over?** (check all that apply) - -- [ ] Lane-based movement (must stay in lanes) -- [ ] Forward progression with danger on sides -- [ ] Timing-based hazards (cars, logs, etc.) -- [ ] Collectible items (ladies/frogs → ammo, health, keys?) -- [ ] Level stages (road → river → goal) -- [ ] Lives system -- [ ] None — pure FPS inspiration only - -**What's the FPS twist on Frogger?** - -> *(e.g., "Instead of just dodging cars, you shoot them. Or: the 'river' is a gauntlet of enemies you must eliminate.")* - ---- - -## 6. Scope & Vision +## 5. Scope & Vision **What kind of game do you want this to be?** - [ ] **Prototype/vertical slice** — prove the core loop works - [ ] **Short experience** — one level, 10-15 min playtime -- [ ] **Full game** — multiple levels, progression, replayability -- [ ] **Jam game** — buildable in a weekend -- [ ] **Learning project** — exploring Godot + C# +- [X] **Full game** — multiple levels, progression, replayability +- [X] **Jam game** — buildable in a weekend +- [X] **Learning project** — exploring Godot + C# **What's the target platform?** -- [ ] PC (Windows/Linux/Mac) -- [ ] Web (HTML5) +- [X] PC (**Windows**/Linux/Mac) +- [X] Web (HTML5) - [ ] Console (Switch, etc.) - [ ] Mobile - [ ] Not decided yet --- -## 7. Technical Preferences +## 6. Technical Preferences **Art style direction?** - [ ] Low-poly 3D -- [ ] Pixel art / retro +- [X] Pixel art / retro - [ ] Stylized/abstract - [ ] Realistic - [ ] No preference — AI can decide @@ -127,37 +109,35 @@ > *(e.g., "Double jump," "grappling hook," "time slow," "weapon switching")* +2 weapons, basic melee, resource management and limit inventory, curse + boon system, actual projectiles (no ray scans weapons), procedural generation rooms (selecting hand-made rooms to put together) + **Anything you definitely DON'T want?** > *(e.g., "No multiplayer," "no procedural generation," "keep it single-player only")* +Single player + --- -## 8. References & Inspiration +## 7. References & Inspiration **Games that capture the vibe you're going for:** -1. _________________ -2. _________________ -3. _________________ - -**Any art/music references?** - -> *(Links, screenshots, or descriptions)* +1. Sulfur +2. Rogue +3. Brotato --- -## 9. Next Steps +## 8. Next Steps **What's the first thing you want to build?** -- [ ] Core movement (WASD + look) +- [X] Core movement (WASD + look) - [ ] A basic level/arena - [ ] One enemy type with AI - [ ] Weapon/shooting mechanic - [ ] UI/HUD (health, ammo, score) - [ ] Something else: _________________ ---- - -*Once you fill this out, we'll use it to guide development. Just paste your answers back and we'll get to work.* +--- \ No newline at end of file