"Turnover" document for the Pakupaku flow:
My job on this project has been to come up with the story for Pakupaku, and more specifically to design a quest mode for the game. I've worked on several different aspects of the quest mode, which I will explain in more detail here.
On the main flow page of the Pakupaku development information I have three main groups of images. The first is a list of "fruits" for Paku to eat in Quest mode. There should not be any further work that needs to be done on this from the flow standpoint unless someone else wishes to add other fruits to the list. These images and descriptions are ideas only. It is up to those working on the engine to use them as they see fit.
The next group is a list of ghosts to use in Quest mode. Again, these are ideas only for the engine people to use.
The main bulk of this page is taken up by 20 levels of background images. These images are concepts only and are not compatible with the maps used elsewhere. In order for the Quest mode to be fully functional, these concepts will need to be transformed into usable maps. (I use the term "maps" but in other places they are called "backgrounds," "grids," etc.)
The Quest Outline page, linked off of the main flow page, gives an overview of what the Quest mode might look like. The table on this page goes through the twenty levels of the Quest mode, with suggestions for which ghosts and which fruits to include at each level. These are suggestions only and can be changed if necessary. The final column describes what Paku gets from completing the quest that occurs at the end of each level.
A brief note about the quests: At the end of each level, a quest fruit should appear on the screen. When Paku eats this fruit, he is taken into the quest for that level. The quest could include such things as mazes, though these things have not been designed, and it is up to whoever next works on this to decide how to handle this. The final part of the quest is a challenge from Pakina. These challenges are described in the Story section on the Quest Outline page, though there are no images for these challenges.
The final page gives examples of text that might be used in the Quest mode.
Still to do:
-transform the concept images for the backgrounds into real maps
-for each level's quest, determine which challenges to use and design maps for these challenges
-work with the engine people to transform this from a concept into a game
-clean up stuff that has fallen through the cracks unnoticed