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

  • 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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