Files
Frogger-FPS/QUESTIONNAIRE.md
2026-07-28 13:50:05 +07:00

143 lines
3.6 KiB
Markdown

# FrogFPS — Game Design Questionnaire
*Fill this out to help define the vision for Frogger-FPS. Answer what you can — we'll iterate.*
---
## 1. The Elevator Pitch
**In one sentence, what is this game?**
> *(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?**
- [X] Retro/arcade feel (high score chasing, simple mechanics)
- [ ] Narrative-driven (story, characters, world)
- [X] Mechanic-first (unique twist on a genre)
- [ ] Atmosphere/mood (immersive, experimental)
- [ ] Other: _________________
**What genre does this fall under?**
- [X] Pure FPS (shooters, combat-focused)
- [ ] Hybrid (FPS + puzzle/platformer/other)
- [ ] Arcade revival (Frogger-inspired with FPS twist)
- [ ] Something else: _________________
---
## 3. Setting & Tone
**Where does this take place?**
> *(e.g., neon-lit city at night, surreal dreamscape, realistic military, cartoonish suburban street)*
**What's the tone?**
- [ ] Serious/gritty
- [X] Lighthearted/fun
- [X] Quirky/weird
- [ ] Retro/nostalgic
- [ ] Horror-adjacent
- [ ] Other: _________________
---
## 4. Gameplay Loop
**What does the player DO moment-to-moment?**
> *(e.g., "Move forward while shooting enemies, dodge traffic, collect items")*
**What's the primary challenge?**
- [ ] Reflexes/timing (like Frogger's road crossing)
- [X] Combat/aim (FPS gunplay)
- [ ] Puzzle/logic (figure out how to proceed)
- [X] Resource management (ammo, health, etc.)
- [ ] Combination: _________________
**Win condition?**
- [X] Reach the end/goal
- [ ] Survive a wave/round
- [ ] Complete objectives
- [ ] High score chase
- [ ] Other: _________________
---
## 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
- [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?**
- [X] PC (**Windows**/Linux/Mac)
- [X] Web (HTML5)
- [ ] Console (Switch, etc.)
- [ ] Mobile
- [ ] Not decided yet
---
## 6. Technical Preferences
**Art style direction?**
- [ ] Low-poly 3D
- [X] Pixel art / retro
- [ ] Stylized/abstract
- [ ] Realistic
- [ ] No preference — AI can decide
- [ ] Other: _________________
**Any specific mechanics you definitely want?**
> *(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
---
## 7. References & Inspiration
**Games that capture the vibe you're going for:**
1. Sulfur
2. Rogue
3. Brotato
---
## 8. Next Steps
**What's the first thing you want to build?**
- [X] Core movement (WASD + look)
- [ ] A basic level/arena
- [ ] One enemy type with AI
- [ ] Weapon/shooting mechanic
- [ ] UI/HUD (health, ammo, score)
- [ ] Something else: _________________
---