Game Description

Story

The game's story takes place in a coastal city with a small independent government. The city primarily operates on steampunk technology with c. 19th-century tech and some more futuristic aspects such as mechs. The player starts the game as a mech builder who takes commissions for pay. Stepping out of their home the player walks through the town to a shop area with NPCs who have set up stalls to sell their goods. This acts as a tutorial for the shop system. At this point, it is starting to get late in the day and the sun is setting. However they are unable to find one certain part. They go to the junkyard to search for the part instead.

By this time, it is dark. The player sneaks into the junkyard through a side entrance and avoids searchlights as they progress through the area. At the end, they stumble upon a broken-down mech that has a glowing gem in it. When the player takes the item, the guard arrives. This starts the first mini-boss fight. Right before the player defeats the junkyard guard, the guard calls for reinforcements, and the player can see other mechs arriving. Suddenly, everything stops and then begins reversing. The mechs walk backward, the junkyard guard moves back to the tower, the stars move and the sun rises from the west. However, the gem the player picks up makes them immune to these effects. The next day, the player tries to ask NPCs in the house area about what they saw. Most NPCs are clueless and greet the player with the same dialogue as the previous day, having no memory of their interactions. At this point, the rest of the map opens up for the player to investigate the time loop that continues each day that is spent, as well as to look for a way to stop it.

After the first day, the player is directed to the city center. At the edge of the city lies the Lab, once used by a team of scientists who experimented with a strange material that could affect the fourth dimension: time. These scientists have supposedly long since disappeared. The lab is locked with an ancient security system, and the key to disarm it has been split into pieces. The city acts as a transition to the two other areas of the game: the Industrial District and the Docks. The player is allowed to choose which area they explore next. The entrances to both areas are heavily guarded, and the player must find alternate routes into the areas.

Once the bosses of both areas have been defeated, the player has both parts of the key to be able to access the lab. There is no one inside, but in the center is a large trapdoor which leads to an old mine elevator. At the bottom the environment leads to a larger open cave area with time crystal deposits on the walls. The “time lord” Rekab who is controlling the loop can be found in this cave, waiting for the player in his mech, which has a large time gem in it. When the player enters the arena, they attempt to punch Rekab, but Rekab reverts time a couple seconds to just before the punch, and block against the player. Periodically, Rekab will use time powers to defend against the player, but this makes him weaker. He gets more unstable, launching harder hitting attacks and attacking more frequently, but is less able to react to the player. After a certain amount of rewinds, the player can defeat him, knocking Rekab to the ground, and smashing the time manipulation device.

Gameplay

There are 6 different sections in the game. These include the Home Base, the Junkyard, the City, the Docks, the Industrial District, and the Lab. In those different areas we have various bosses, enemies, missions and lore. Different areas and levels of the game feature unique challenges the player has to overcome. For example, once the player leaves the starting area and enters the junkyard, the game transforms into a stealth operation, with the player needing to cross the maze-like junkyard while avoiding enemies. There are also a number of unique boss fights and mechanics. The dual boss fight in the Industrial District is an example of this: one enemy strafes around the player and dives in for melee attacks, while the other shoots ranged projectiles. These bosses can both heal the other boss, but not themselves, adding new challenges for the player to overcome. There is also the central mechanic of pressure: many of the more advanced player abilities are limited by the amount of pressure they have available. Pressure will regenerate passively as the player’s mech suit “boils” more water, and when an ability is used, a set amount of pressure is used. The module system acts as a way for the player to apply upgrades to their character. There will be a variety of modules with unique effects available in the map for the player to find, and they can be installed and swapped at repair stations.

Documentation

Definition of Done

The definition of done consists of an approval process dictated by three other developers in a team reaching a consensus that a task is complete to the point of satisfaction. The three developers will test the task to evaluate its capability. The point of satisfaction is defined by a developer agreeing that the product can be sanctioned to the client for release in terms of UI and functionality. For bigger tasks, the three team leads will check off on the task then the scrum master will make sure it is working to satisfaction. 


Definition of Ready

The definition of ready is when the user story is specific and defined enough for teams to have clear ideas of the task pertaining to their respective teams, and are able to divide those tasks among themselves.