This is just a collection of ideas, concepts, thoughts that I want to write down. Sometimes they can be specific mechanics or it could just be a thing that the game needs to respect or use in order to convey the gameplay that I desire.
Think PostNord appen with Text, filters and shit. "Which you were here!"
Take picture of you and your car. 1st. iteration should just be the garage or at least a dedicated spot.
2nd iteration should just be everywhere. This has a few issues with thhough.
Also should you be able to move the camera and shit like that?
K.I.S.S
Birds sitting on trees, houses, etc. Will fly away when player gets near. They need to be like small feathery balls. House Sparrows !
Birds can be sitting on pre-defined locations, as you get closer to those locations then dice roll if there are some or not. When player is within range and velocity > threshold, then they will fly away.
Que Autumn setting...
As the player is driving around, leaves from the trees will be falling down. They will land and cover the sides of the road.
The leaves should be pre-warmed such that they can be laying on the road as the player gets near enough to the particle system. If car is underneath the tree they can land on the car.
When player is meet with a Sign that shows the Road name or a Directional Sign. They can then click the object to fullscreen view of the object.
Either Hold down or click once. The object then flies up to the player camera and stays in focus there until clicked away from the object or player let go.
Alternative the Camera could zoom down on the object. Although this does introduce some issues with scenarie that has to be made and could possibly be graphical demanding if Camera gets rotated to much towards the Horizon.
Another note, this could be extended to be more generic as a Inspect-able Component. So if you had a Object that needs to be further inspected. My current view is that this will not be necessary as the player should only do this if they need to read something. And this needs to be minimised to VERY BASIC SINGLE sentences and word(s).
Players can Cast their game directly to a Chromecast. Then Device will then work as a controller, maybe give you some notes/map or other details. But the main viewport of the game will be displayed via the Chromecast.
This does introduce some input challenges, if the player has to press something on the screen. Possible solution could be a Virtual Cursor.
Alternatively, the game on the device would still be the same, when necessary the player can look down on the device to press a specific object.
Other than finding parts for your car you can also find small items that can be placed inside the house. Can both be functional and decorative.
Items such as TV, Radio, City Map,
The game could include a shit ton of mini games to make it interesting.
But please make sure that driving, gathering parts, building car and visiting friends feels good first.
The player should always have something to do.
They don't have to be done in a specific order (Exceptions can be made) and can just do them whenever they feel like.
Never call it quest, call it job :-)
It should always be fairly easy for the player to be able to navigate home.
Explore options such as compass, some kind of navigation path GUI, or likely.
The main purpose is that you can fish up certain "common" items up. Maybe even fuel? But is to a little mini-game that you can just relax with.
This does raise the question, how much do we want the player to be able to walk around - To reduce this we could just have the fishing areas to be specific places that you have to drive to, then you exit the car automatically and then you can fish there.
Copy-paste World of Warcraft fishing mechanic for now
There can be different tiers of houses - The main differnces should be how much space you have. But maybe this is just too adds to much fluff?
EDIT: So I actually think this will add too much to the scope of the game.
BEFORE
Please check AudioMixer https://docs.unity3d.com/Manual/AudioMixer.html
I want to put a heavy emphasis on creating a rich ambiance soundscape when you outside. This could quickly result in a lot of sounds being played at once.
To reduce this. A sound manager should be made that is attached to the Camera.
Each sound has a Proxmity Priority: Close, Far, Always (Alternative a numeric distance)
When the player comes in proximity distance, the sounds gets enabled and the volume gets faded up.
It would be useful to always have the number of sounds and make sure that a certain threshold is always met.
Additional each sound could be categories, then each category would have a threshold. This could also help with damping the volume of sounds while GUI or narration is being done.