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# Kakamora: C🥥c🥥nut Carvers
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Haeri Kim (20254236) | [git.prototyping.id/20254236/homework5](https://git.prototyping.id/20254236/homework5)
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### Table of Contents
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- [Concept Overview](#concept-overview)
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- [Core Mechanic: Carving](#core-mechanic-carving)
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- [Progression System](#progression-system)
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- [Tribe and Combat Phase](#tribe-and-combat-phase)
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- [Win and Lose Conditions](#win-and-lose-conditions)
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- [Key Controls](#key-controls)
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---
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## Concept Overview
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> *Inspired by the Kakamora from Disney **Moana**. Tiny coconut warriors who go absolutely wild at sea.*
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A **first-person crafting and survival game** where you carve 🥥 coconuts into warriors, weapons, and tools. The better you carve, the stronger your tribe. Get enough crew together and they sail out to sea and then things get wild.
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> *Visual tone ref: Kakamora from Moana (2016)*
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---
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## Core Mechanic: Carving
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You see your **hands holding a knife**, cutting a coconut straight off the tree. Something similar to *Fruitninja.*
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### 🗡️ Knife Sharpness
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Knife starts out **dull and slow**. Carving is a bit of a struggle at first.
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Level up and the blade gets **sharper and snappier.**
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```
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bladeLevel = 1 -> slow drag, rough edges
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bladeLevel = 5 -> smooth arc, clean cuts
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bladeLevel = MAX -> one-swipe precision
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```
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### Facial Expressions and Accessories
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How fast you carve changes what the Kakamora looks like:
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| Carving Speed | Face Expression | Accessories |
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|:---:|:---:|:---:|
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| Slow | Blank stare | Plain coconut shell |
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| Medium | Determined | Tiny painted markings |
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| Fast | Fierce grin | War paint + bone trinkets |
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| Ultra Fast | Battle-ready | Full armor + war crown |
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---
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## Progression System
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1. **Start** - Grab a coconut off the tree (first-person knife action)
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2. **Carve** - Shape it up. Carving speed decides warrior quality
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3. **Level Up Knife** - Sharper blade = faster and cleaner carves
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4. **Craft Arrows** - Once the tribe is big enough, start carving **poison arrows** for sea combat
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| Name | Reference |
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|:---:|:---:|
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| Face |   |
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| Arrow |  |
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```
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if (tribeSize >= 10):
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unlockPhase("ocean_voyage")
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beginCrafting("toxic_arrows")
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```
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> **Toxic arrow carving** is its own minigame -- you need good timing or the poison goes to waste
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---
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## Tribe and Combat Phase
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### Setting Sail
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Once you have **10+ Kakamora** carved and ready, the whole group **heads out to sea**.
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Enemies start showing up.
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### Ocean Battle
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- Warriors fight with the **arrows you made**
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- You keep crafting from the boat to resupply on the fly
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### Retreat
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If **more than half the tribe goes down** at sea:
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```
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if (survivors < tribeSize / 2):
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triggerRetreat()
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returnToLand()
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// back to square one -> harvest new coconuts from trees
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```
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---
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## Win and Lose Conditions
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| Condition | Outcome |
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|:---|:---|
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| Tribe makes it through ocean combat | **Win** |
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| Over half the tribe dies at sea | **Retreat** |
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| Whole tribe wiped out | **GAME OVER** |
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---
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## Key Controls
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All **keyboard-based**:
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| Key | Action |
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|:---:|:---|
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| `W A S D` | Move / navigate |
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| `Space` | Grab coconut from tree |
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| `← →` | Carving stroke direction |
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| `E` | Confirm / finish carve |
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| `Q` | Switch to arrow crafting mode |
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97
PROPOSAL_20266142.md
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# Midterm Project Proposal
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**Name:** Samantha Lopez
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**Student ID:** 20266142
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**Repository:** [https://git.prototyping.id/20266142/homework5.git](https://git.prototyping.id/20266142/homework5.git)
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## Inspirations
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- [Fireboy and Watergirl:](https://www.coolmathgames.com/0-fireboy-and-water-girl-in-the-forest-temple) I want similar mechanics to this game minus the multiplayer aspect. More specifically I like how the characters have to manouve around obstacles in order to collect items that then allow the player to move on to the next level.
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- [Gris:](https://www.youtube.com/watch?v=j7tVbyKyggU) I really like the art direction of this game. I want to incoporate a similar theme in my game that regards bringing back color to a gray world.
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- Art installations: I have visited interactive art installations where individuals are able to interact with visuals via different ways. I would like to somehow translate that feeling to a game. For instance the avatar/charater gives light to the scene as the player moves, similarly to how a LED touch reactive wall would.
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## Game Mechanics
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The player spawns as a glowing little orb in a gray world with its goal being to return color to the world. The goal of each level will be to collect color fragments and each level would progressively give color to the scenes. The color fragments will have to be collected by moving, jumping, falling, etc. it will most likely function as a platformer game.
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### controls
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| Action | Key |
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| Walk left/right | `← →` or `A D` |
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| Jump| `Space` or ` ↑`|
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|collect fragment | walk into it
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### color fragments
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there should be like 3-5 color fragments per level. Each collection will add that color to the avatars glow and leave a splash of color around the collection site. The level will automatically clear upon the collection of all fragments by slowly giving the scene color and then transitioning to the next level.
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### Game Obstacles
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A player will have 3 lives. Once all 3 are lost the level restarts, I don't want it to be a rage game so I will not make players lose progress beyond their current level. There will be little spiky gray blocks (entities) that will move around and if they come in contact with the avatar they take away a life. Additionally there could be little tar puddles that are also damaging to the charater.
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### Win and lose logistics
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**winning a level** means collecting all fragments in that level. An animation of some sort will play adding the color collected back into the game
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**losing a life** will occur when touching an entity or tar puddle. You will restart at spawn but keep collected fragments.
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**Losing all lives** means loosing all 3 lives during a level. This will restart your progress for the current level.
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**Winning the game** will consists of compleating all levels. A full in color world will appear.
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## Visuals
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The interface would be similar to that of the afromentioned game, fireboy and watergirl. In terms of the actual game aesthetic, I drew up a quick sketch of what I would want the character, fragments, and entities to look like (This is a very rough and quick sketch of course so it is likely to be further developed). I want the game to feel very indie the more handrawn/handmade and aesthetically pleasing I can make it look the better. I also want to incoporate some kind of storytelling element to the game so little to no text just visuals.
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[Acess my sketches here](https://www.notion.so/Proposal-Sketches-348f941b5e5180be9781e4b7f9e22a51?source=copy_link)
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### color language
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In the beginning the game will be Monochrome with a lot of cool gray tones. Near color fragments the color of the fragment will glow into the surroudings (this will be implemented based on coding capabilities). After a fragment is collected the avatar will begin to glow that color as each level will be centered around a sigular color. Once a level is complete the color collected will be added to the entire interface. If the player loses all 3 lives during the game the cool grey tones will return.
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### Tentative themes for levels
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| color | possible themes|
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| Red | volcanoes, roses|
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|orange | sunset, oranges|
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|Yellow | sunflowers (debating weather to include yellow...)|
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|Green| Forest, field|
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|Blue | underwater|
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|Purple | night, constellations|
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## Ideating the code
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- We would need an object that includes the player information and its related actions like moving, jumping and collecting. so something like this maybe?
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```
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player{
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move()
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jump()
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collect()
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}
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```
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- Objects would also need to be created for platforms, fragments, and levels in a similar manner
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- I anticipate that a lot can be done via P5 and related libraries.
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## Anticipated Challenges
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1. Collisions: a lot of my game would rely in the objects and their positions relative to one another. For instance, once the player touches the fragment it needs to be collected and if the player land on top of a platform it must be able to stand on it otherwise fall. From what I have heard this might need me to implement some sort of gravity and platform collisons which I am unfamiliar with and can be the biggest problem for me.
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2. Color changing: a large part of my idea contains colors changing and being added to scenes, ideally via animations or transitions. This is an area which I do not have much expereince in and could be tricky to figure out.
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3. Level design: since I am choosing to create my own game I will have to design all the assets for the game and each level myself which might be difficult but more so time consuming.
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## Features taught in class I expect to use
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- I anticipate that I will most likely utilize p5.js in my project
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- Classes and objects will likely be necessary for interactivity
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- Arrays for stuff like collecting fragments
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- Functions for a lot of interactions
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- Event listeners and keyboard input for controls and gameplay
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## Summary
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I want to create a platformer game centered around the goal of collecting color fragments to return color to the fictitious world.
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assets/Moana.jpg
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