Here's what I have so far. Very much a work in progress.
Project Ghost is a third-person RPG Platformer
Project Ghost is about a spellcaster who travels a magic world looking for something he lost.
Using classic RPG and Platformer elements, the player will be able to cast spells, use potions, and summon monsters to crave his way through enemies and a sometimes hostile environment.
Player will have an adventurous and playful mindset while playing the game. It is the hopes of the developer that they will have a laugh or two sometime during their gameplay.
Title Screen- First thing seen by player that they can interact with
Start- Start a new game
Continue- If existing save file is available, player can continue from the place they/game
Exit- Exit the start screen
Options- Adjust sound levels, contrast, and screen resolution
Level Select- Player can go back to any area they've been to before
Inventory- Storage for usable items, collectibles, currency. etc.
Stats- Info regarding Hero, Summons, Enemy combatants, etc.
Next Level- Continue on to next level
Extras- Art, Cosmetic items, Behind-the-scenes, etc.
End Credits- Software, credits, and thanks to all those involved in project
Movement- Standard player movements(w,a,s, and d) including but not limited to: dodge,
crouch, sneak(tip-toe), climb and swim.
Toolbox- Items and talents open to player at any point in time during gameplay
Ex. Player can use a health potion at any point in time if the following requirements are
met: 1) It is not during a cutscene, 2) the potion is available in inventory, 3) and if
the Hero's health has been depleted.
Playfield- Items and talents only open to player when made available on the playfield
(playfield only assets).
Ex. Player can summon a support character if the following requirements are: 1) If
summon portal is made available on the playfield, 2) if it is not during a cutscene,
3) and if a barrier/puzzle is not blocking player access to summon portal.
Cartoony with contrasting colors. Silhouette of character(s) in-game should be readable from a distance and with black and white value scale. If the textures and silhouettes are off in a black and white color scale they will probably be off in color as well.
Small areas of high detail with large areas of low detail. Too much visual info at once can confused and aggravate the player. By keeping small areas of high detail and large areas of low detail, the player's eye will be attracted to the high detail without being stressed out. This will also allowed for more small "embellishments" to be scattered throughout the level.
In short, less is more in regards to visual interest in the game.
That's it for now.
Thanks for reading.