System Design
Overview
This system design outlines the functional relationships between the core characters (player cat, human chaser) and the evolving structure of the game world (scenes/rooms) as the player progresses. The design focuses on the flow of gameplay from room to room, conditions for progression, and interactions between player and NPC.
Characters
Cat (Player)
- Starts in the hallway.
- Can explore and interact with destructible objects.
- Progresses by destroying a set number of objects per room.
- Triggers room unlocks and human chaser spawn.
Human (Chaser #1)
- Only spawns once the player unlocks the bedroom.
- Actively chases the cat after spawning.
- If the cat is caught, the game resets to the beginning.
- Does not appear before the bedroom is unlocked so the player can familiarize themselves with the game.
Dog (Chaser #2)
- Only Spawns once the player unlocks more rooms (mid/late-game).
- Faster than the Human and operates on simpler, aggressive AI.
- If the cat is caught, the game resets to the beginning.
- Does not appear before mid/late-game milestone so the player can familiarize themselves with the Human (Chaser #1).
Scenes / Rooms
| Room | Entry Condition | Exit Condition / Unlock Trigger |
|---|---|---|
| Hallway | Default starting location | Destroy objects to unlock Living Room |
| Living Room | Unlocked from the start | Destroy objects to unlock Bedroom |
| Bedroom | Unlock spawns human chaser | Destroy objects to unlock next room |
| Additional Rooms | Progressively unlocked via object destruction | Final score unlocks Apartment Exit |
| Exit | Only unlocked at final score threshold | Player must reach this room to win |
Class Relationship Diagram