Time Haven Prototype Priority
The purpose of this document is to prioritize high level prototypes to help test and validate our design choices in Astra Nova: Time Haven.
Prototype Name
Related Feature(s) / Concepts
Priority
Description
Prototype Name
Related Feature(s) / Concepts
Priority
Description
Jinn Dynamic Narrative
A
The player is accompanied by a single Jinn companion who accompanies them
The Jinn companion has a single personality
As the player explores and engages with the game, the Jinn reacts to narrative triggers
Jinn reactions are generated by AI
Debug Jinn animation output (console prints animations the Jinn will play along with their reaction)
(Optional) Preliminary text to speech for Jinn and Player dialogue
Jinn Personalities
A
Jinn personalities can change based on predefined parameters.
Jinn personality alters their Dynamic Narrative
The player can select from 3 different Jinn, each with different personalities
The player can chat with their Jinn companion
The Jinn AI will understand context from past player interaction, game narrative progression and world state
Multiple Jinn
B
The player can be accompanied by 2 Jinn at once
The Jinn react to each other, and co
Jinn Marketplace
B
Jinn can be purchased and sold via a marketplace
User defined selling prices
Trade history and ownership is tracked and verified via blockchain
Jinn Abilities
B
The player can select from 4 different Jinn companions, each with a different ability
These abilities each have a single upgrade state
(Optional) Jinn gain experience/progress toward upgrading their ability while they accompany the player
(Optional) Debug UI that describes the Jinn’s ability and displays ability upgrade progress
Procedurally Generated Terrain
B
Procedurally generate paths, small combat spaces, and exploration areas based on designer inputs
Layout is created using modular architecture kit pieces/meshes created by art
Generated terrain connects between two hand-crafted anchor points
(Optional) ProcGen areas can transition seamlessly between two different styles
Procedurally Generated Encounters
B
Appropriate encounters can be spawned dynamically in procedurally generated terrain
At least 4 different encounters: 1 combat, 1 narrative, and 1 loot, and 1 ambient
Encounters can respawn after a set amount of time
(Optional) When encounters respawn, different appropriate encounters can be generated at random
Basic Movement & Controls
A+
Player character controller with basic movement mechanics
Responsive acceleration/deceleration
Jump with coyote time and jump buffering
Auto-mantling over obstacles
Contextual parkour actions
Basic attack system (tap/press/hold variations)
Debug overlay showing movement states and input timing
(Optional) Basic environment for parkour testing
Time Resource Management
A
A Time resource that depletes during expedition
Player can spend Time to use abilities (temp abilities for now)
Visual feedback for Time remaining
Time manipulation costs affect remaining Time
Debug UI showing Time costs and calculations
(Optional) Jinn companion effects on Time resource
Temporal Vision & Faults
A
Scan environment for temporal fault detection
Different fault types with unique visual indicators
Highlight interactive possibilities
Show fault deterioration states
Debug overlay showing fault types and interaction zones
(Optional) Jinn companion detection assistance
Time Powers
A+
Core time manipulation abilities:
REVERSE on structures/objects
FORWARD on destructible elements
STOP for platforming/combat
SLOW for tactical advantage
WARP for rescue/extraction
Debug UI showing power effects and durations
(Optional) Power combinations and chaining
Combat Flow
A
A Basic combat system integrated with movement
Contextual attacks based on movement state
Target lock with enemy switching
Temp enemy and/or target dummy
Seamless transitions between states
Debug overlay showing combat states and combinations
(Optional) Time power integration with combat
First Expedition
A
Small but complete pocket
Uses basic Time Vision, Reverse, and Warp
Limited Time resource
1 Safe Zone (Time stops)
Simple rescue scenario including 1 character to rescue
Basic dialogue
Resource collection
Basic combat with temp enemy
Opening Level
B
Basic movement/controls
Basic dialogue
Initial story setup
Emotional hook
First powers discovery (basic Time Vision, Reverse, and Warp)
Meet first Jinn Companion
Haven Basics
A
Starting camp area
Spend resources to build one small cultural district
Basic building placement
Basic dialogue
Basic ambient NPC behavior
Haven resident conversation
Jinn companion conversation
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