Chipmunk’s Gone Wild

Player controlled objects

Chipmunk

The player will control one chipmunk (chip)

Sprites / Sizes

Chip moving up (200 x 40), down (160 x 40), right (160 x 40), left (160 x 40)
Chip colliding with hazards (160 x 40)
Chip standing front (40 x 40) back (40 x 40)
Chip jumping up, down, right, left //dropped this item

Computer controlled objects

Hazards

Each hazard will move horizontally on screen (left or right). So each image has at minimum two sprites for moving right & left.

Cats

Nice kitty cat.

Dogs

A couple of varieties to include the big scary ones and even include a cute small doggie with “yip yip” sound.

Birds

Bird will be a fast moving object which will include one or two birds of prey, like hawk or eagle.

Bats

Only used if we have night backgrounds & is equivalent to birds on night maps.

Soccer balls

Just for fun. A kid next door accidently kicked a ball in yard.

Snakes

Slow moving, long, slimy and scaly.

Foxes

Foxes are a cute, fast, and smaller version of dogs.

Ambulance

Fast moving with flashing lights & sounds.

Fire truck

Fast moving with flashing lights & sounds.

Trash truck

Slow moving.

Minivans

Yes, all the trimmings.

Coupes

Coupes are my generic category of cars with different color models.

Police car

Fast moving with flashing lights & sounds.

Bicycles

Slow.

Motorcycles

Choppers are slower with super bikes being fast.

Dump truck

Slow.

Bull dozer

Very slow.

Race car

Very fast.

Cement truck

Slow

Objectives

The player must collect the objectives before winter comes so enough food is there to last through winter. Each level will require a set number of objectives before moving to next level. Objectives are on top of screen & drop from off screen from a “magical” source.

Nuts

Peanut, walnut, almond, & cashew.

Berries

Cherry, strawberry, &blueberry.

Corn

Plain old corn kernel or on cobb?

Bonuses

Chipmunk bonuses give extra points or time. These are like hazards that come from off screen, move horizontally only. Collision with bonuses gives player bonus points or extra time.

Worms

Slow moving, long, and slimy!

Insects

Range from slow (beetle), medium (ants) to fast (bees) moving & all of them are small. Any insect will do & a bonus will be assigned to each one based on speed and size.

Backgrounds

Backgrounds will form foundation for all levels. Cartoonish/cute design is preferred. All yards are top down view. Starting point is “hole” of burrow & appears middle of background along bottom. An area of space along the top should be left for the display scores, lives, bonuses, etc.
Size of all backgrounds will be 1920 x 1080.

Back yard - day

Looks like a back yard with bottom of map being the back of a house with patio. Sides and top are fenced to form a “barrier”.

Back yard - night

Same as back yard day except the lighting is equivalent to a full moon night.

Front yard - day

Looks like a front yard with bottom of map being the front of house with sidewalk, front porch, driveway, and residential street.

Front yard - night

Same as front yard day except the lighting is equivalent to a full moon night.

Front yard – day (two lanes)

Similar to front yard but this house is on a busy street with two lanes both ways.

Front yard – night (two lanes)

Same as front yard two lanes except the lighting is equivalent to a full moon night.

Sounds

The chipmunk movement, hazard moving, hazard collision, objective dropping, objective collision, bonus moving, bonus collision, and chipmunk dropping off objective at home. I’m not a big fan of background music for this type of game if we get enough sounds I think it’ll sound good.

To main page