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The Mechanics

Canoe 

Paddling

Giving players control of paddling, the canoeing experience is stripped back to speed control. Using the rotation of the Left Analogue Stick, players can make the character paddle in motion with the movement of the stick, this will speed up the canoe. Holding the stick down, keeping the paddle in the water will slow down the pace of the canoe. When not paddling, the current of the river sets a pace of movement set in between the two speeds the player can control. 

Beaching

When the canoe approaches an area where it will ultimately land, the paddling system is halted, allowing the current to drift the canoe onto the edge of the bank. Here players press the canoe interact button to exit the canoe, knee-high into the water. Moving the character up the bank, when they come up alongside the bow of the canoe, they pick up the bow and drag the canoe out of the water onto the bank. Letting go so they are free to roam around on foot.

Picking Up/Placing Down

To Portage, the player needs to carry the canoe across the land. To Pick Up the and Place Down, the player uses the canoe interact button. Making sure they are standing within a portion of the centre of the canoe to Pick Up. 

Putting In

Carrying the canoe to a Putting In location on a bank, pressing the canoe interaction button will place the canoe down on the bank with the bow in the water. Providing the players with a chance to change their mind before launching, to launch, the canoe interaction button needs to be pressed 3 times. Each time, the character will push the canoe a little further into the water. On the 3rd press, the character climbs into the canoe, whistling for the dog to join them. 

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Walking

Free Roam

While on foot, the player can use the Left Analogue Stick to direct the movement direction of the character. Moving them along the pathway on the X-axis. At a reasonable speed to traverse the 'Island' in good time.

Portage

While carrying the canoe, the player can move on foot the same as Free Roam. However, the speed the character moves is less than Free Roaming, which is a variable dependant on testing.

Energy

The character has energy levels which are depleted as they move on foot. More energy is used up while Portaging than in Free Roam. Variables dependant on testing.

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Energy System

Inspired on the horse's stamina system in Kingdom, the character has a hidden energy meter that reduces for distance moved in the game world. When the Energy System is depleted, the movement speed is reduced even further, requiring the player to stop moving, Rest or Sleep.

Stop Moving

Coming to a halt, the character has a moment to catch their breath and recoup. Doing this will slightly allow the Energy System to regenerate some energy back over a period of time spent still. This should be capped to a particular limit between each Resting and/or Sleeping action. E.g Maximum of 25% can be gained back while not moving.

Resting

Taking a longer moment to rest, the player can set up a campfire to eat, either their catch of the day or a tin of beans. Resting like this replenishes the cores and resets the Stop Moving limit. E.g 50% energy restored, plus another 25% Stop Moving surplus.

Sleeping 

The players can also set up their canoe to sleep under, going to sleep at a camp will restore energy while also skipping the night. E.g 50% energy restored, plus another 25% Stop Moving surplus.

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Interacting with the world 

The game world includes various ways to trigger interactions and animations; wild animals to using objects within the world. There is a single button that is used as an interaction button, separate from interactions with the canoe. Some require the button to be pressed in order to trigger them, others might be triggered by the player's inactivity.  

Harmonica

To use the Harmonica, the player first has to be sat on specific logs/stumps. Interacting while stood by the stump, the character will sit down, which also triggers the Stop Moving mechanic. After being sat there for ~5seconds, the character will take a Harmonica out of their pocket and start to play a tune. The tune they begin to play is recognisable, yet unpracticed with 50% of the notes being played wrong. With many more opportunities to sit and let the character play, the tune gradually improves, allowing the player to recognise that continuing to practice rewards them. 

Fishing

Either positioned in the centre of a lake or standing at the water's edge on Launching or Beaching locations, the player can pull out a fishing rod to begin fishing. While in the correct locations, pressing the interaction button will equip the fishing rod. Using the analogue stick to mimic the action of casting will make the character cast. Once there is a bite, pulling back on the analogue stick will reel the fish in. Players will also be given the option to keep or release the fish. Pressing the interaction button again will return the fishing rod. 

Alternate Routes

Although it's not an obvious mechanic, when a player is presented with a fork in the road and they choose one of the options, they are also choosing between two various triggerable interactions. 

Fetch

When in Free Roam, the player can pick up a stick to throw for their dog to fetch. Pressing and holding the interact button will cause the character to pick up a stick from the ground, upon releasing the button will throw the stick in the direction the character is facing. The dog, Monty, isn't the best at fetch and will occasionally bring back a stick. 

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