ALPHA SNAKE A GAME PITCH BY AUSTIN FERGUSON ETGG1802 1/22/15.

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ALPHA SNAKE A GAME PITCH BY AUSTIN FERGUSON ETGG1802 1/22/15

OVERVIEW A new twist on the classic Snake game Main points: Feeding Frenzy style eating No more square box levels Enemies Power-Ups Boss fights

FEEDING AND GROWING MECHANICS You can only eat things smaller than you When you eat you increase in size You may have to eat more than one thing to grow, that is a design decision This increase means your head bumps up in size, and a new link is added to your tail. You start out eating small things, such as squirrels and rabbits, and work your way up to eating bigger things: wolves, bears, people, etc.

ENEMIES AND TAKING DAMAGE Some creatures are always hostile, such as wolves and humans If they hit any piece of you but your head, they will sever that piece and all past it. This causes the whole snake to shrink in size The idea is to make the player prepare before trying to eat anything that can hurt them, and to make them avoid packs of these creatures If an enemy hits the head of a snake and the snake is smaller, it’s game over.

LEVELS No more plain square boxes Tile based levels, to make things simple Scrolling levels, keeping the head of the snake in the center Environments, such as trees and buildings Hopefully some destruction in environments, such as bursting through the wall of a house Depends on your size Different areas, like biomes, which affect the landscape and fauna

TEMPORARY POWER-UPS Do not have to be included, but would probably be cool Some ideas: Invulnerability Slowing down time Rampage (Environmental destruction regardless of size) Can appear as some special creatures, or like normal power ups

BOSS FIGHTS As the name implies, you aspire to be the alpha snake In certain areas, there are other snakes like you, with a wide array of sizes and abilities You want to eat them Fights should all be unique, but center around normally eating away at their tail end to shrink them until you can eat them They could possibly give you permanent power-ups. Little passive things, like losing one less segment when you get hit.

SCORING Since you lose when you die, normal runs will probably not last too long, especially when you are new to the game So, we need a scoring system It could be simple. Some points awarded for the amount of time you were alive Points awarded every time you consume something, which depends on what it is Defeating a boss should give many points Etc

ART STYLE While the art style will ultimately be decided later, I thought of two different ones that I think would look good. 1) Retro 2) Modern Pixel Art

POSSIBILITIES As long as Andrew doesn’t care, I think this game has a little potential for something. I have a Raspberry Pi, and would be more than happy to make a simple little arcade type deal for the game. The game only needs four or five buttons ( Four arrows, Pause, and probably Select), and we would only need a monitor, the Raspberry Pi, some speakers, and whatever we choose to make the game out of. This is, of course, assuming the Pi can keep up with the game.