T^n//ki:// D ~ Estiny_Intr//pted
Tanuki : Destiny Inturrupted
the sacred object has been unearthed by humans and put in a museum.
if it isnt recovered, the magic will fade from your people and you will be little more than racoons.
use your ability to transform to evade detection, surprise enemies, and steal back the ancient treasure.
Take on the role of a Tanuki in this 3rd person top down isometric stealth action heist.
take the form of different things you find throughout the museum, and spring an ambush on unsuspecting guards.
you have a Tanuki animal form, a Statueform copy, and a Humanoid combat Form
aim would be for either action stealth or turn-based strategy.
i envision the game as:
- turn based
- top down
- isometric
- -grid
isometricbased (Quad or hex)
- sylized semi minimalist mid poly art style.
art it needs :
- player character Tanuki, anthro would add scope, animal keeps scope down.down and cuteness up
- human security guard
- museum level architectural kit
- exibits and props. low poly statues, paintings, art stuff.
- UI elements for menu and interactableturn interactions
- Maybe cards for possible actions with illustration of move.
code it needs:
- grid based movement and contextual action selection
- animation trees
- behavioral AI for tactical combat
reasons why i think this is a good idea:
-turn based minimizes the need for dynamic interactableinteract-able environment, and instead can have a grid based, cell specific interactions. - view cones are defined on grid, and such.
-detection is a turn by turn calculation done based on what things are in the view
eliminating having bad stealth mechanics because that is hard.
- might function like a rogue like where you do one action then the world responds with one action.
-like top down turn based super hot.
- doing turn based makes mouse based and touch interaction easier, for a game jam, maybe making people have to fetch a controller for precise platforming isntisn't a great way to get plays.
-mouse and keyboard is likely the most common option, if not touch screen on landscape phone/tablet.
- games like hitmanHitman go, metal gergear acid, fights and knights in tight spaces, tactical breach wizards, invisible , inc. all show that this type of turn based tactical top down game has shown viability for entertainment and puzzle solving in many other titles,
- top down isometric forces a further camera angle, reducing the amount of fidelity needed for each prop, meaning we can have a
-large number of unique props in scene, allowing for many people to have models to make. instead of a handful of higher detail props touched by less people.
- we have 27 people for a month. This idea i believe is large enough that we could accomodateaccommodate work for all involved, while the single location, minimal unique character models, allow for more focus on nice animation, environmental variety, and a lower bar for acceptable detail in modeling due to futherfurther away camera. certain higher focus exibitsexhibits could be spots for our more skilled modelers to show off, while the average prop is viewed from further away. it would also allow us to build a signifigantsignificant amount of props that could see reuse in later seabugSeaBug group ventures.

