2. Requirements

2.1 Ideation Process

Our team’s original idea was based on Stardew Valley, As the ideation process progresses, our team proposed two new game directions based on existing titles. One was inspired by the charming character design of Capoo Pals, using its playful style to create a two-player adventure with lighthearted storytelling, interactive environments, and humorous boss fights.The other was based on Cato, featuring physics-based platforming puzzles and humorous mechanics involving a cat and a can.

We created simple paper prototypes to evaluate the original idea during class. For the Stardew Valley-inspired concept, we mapped out character movement, basic dialogue trees, and interaction zones. For the Cato-style game, we sketched out how the two controllable characters (Capoo and the can) could move independently, interact with physics objects, and solve platforming puzzles cooperatively.

Paper Prototype of Stardew Valley

Paper Prototype of Cato

During discussion, we compared the scope, technical difficulty, and uniqueness of both ideas. The Stardew Valley concept was rich in narrative potential but required a large amount of content creation, scripting, and world-building, which exceeded the time and resource constraints of our project. In contrast, the Cato-like game offered a clear mechanical focus, allowed for creative level design within a manageable scope, and aligned well with our team’s strengths in puzzle and physics-based gameplay design.

As a result, we unanimously chose to develop a game inspired by Cato, aiming to replicate its humorous tone and distinctive mechanics while introducing our own puzzle challenges and platforming dynamics through the characters Capoo and the can.In addition,we were also attracted by the cute characters in Capoo Pals and introduced them into the game,adding visual beauty and fun.

2.2 Stakeholder Identification

The main stakeholders for Capoo were:

  • Players: End-users who play the game and provide feedback.
  • Developers: Team members implementing game logic and features.
  • Designers: Responsible for crafting puzzles, UI, and character behaviors.
  • Artists: Create visual assets, animations, and icons.
  • Test Engineers: Validate usability, performance, and stability.
  • Publishers: Potential distributors or promoters of the final game.

Each stakeholder’s expectations were captured using epics and user stories.

2.3 Epics and User Stories

Epic: Core Gameplay (Player)

  1. As a casual gamer, I want Capoo’s controls to be simple and intuitive so that I can jump into the game and start having fun without needing a tutorial.
  2. As a puzzle lover, I want the levels in Capoo to offer clever environmental challenges, so I feel rewarded when I figure them out.
  3. As a curious player, I want a lighthearted story or backstory for Capoo, so I can feel more connected to the game world.

Epic: UI and UX (Developer)

  1. As a player interested in customization, I want to choose the difficulty level at the start, so the game fits my skill level and mood.
  2. As a new player, I want to be guided by brief tutorials or examples that explain unique mechanics , so I don’t feel confused.
  3. As a visually impaired player, I want color-coded elements to also include shape or pattern-based distinctions, so I can still solve puzzles if I can’t distinguish certain colors.

Epic: Developer-Centric

As a member of the development team, I want to implement a first-in-class app/game that pushes me to learn new skills.

2.4 Detailed Task Breakdown

The team broke down user stories into implementable tasks. For example, the “core movement” story led to:

  1. Movement System: Implement character locomotion with keyboard/controller.
  2. Jumping Mechanic: Design jump arc, gravity, and mid-air control.
  3. Interaction System: Detect interactable objects (e.g., switches, NPCs).
  4. Animation Integration: Connect animations to movement states.
  5. Playtesting and Feedback: Gather usability feedback to adjust control responsiveness.

2.5 Use Case Diagram and Specification

Figure 3 - Use Case Diagram
Table 1 - Use Case Specification
Easy LevelDifficult Level
DescriptionAn introductory level where Capoo does not need to separate from the can, controlled via keyboard (WASD).A more advanced level where Capoo can separate from the can to perform more complex actions, including tougher puzzles and platforming, controlled via keyboard (WASD).
Basic FlowGoal: Learn basic operations, complete simple platforming and puzzle interactions, and finish the level without failing.Goal: Use learned mechanics to solve more complex puzzles, avoid hazards, and reach the finish flag.
Step OnePlayer controls Capoo using the keyboard. Pressing S allows Capoo to separate or merge with the can.Player controls Capoo using the keyboard. Pressing S allows Capoo to separate or merge with the can.
Step TwoFind the key to open the gate.Find the key to open the gate.
Alternative FlowChallenge: Capoo falls off platforms, fails to trigger mechanisms, or cannot solve the puzzle.Challenge: Capoo falls off platforms, fails to trigger mechanisms, or cannot solve the puzzle.
Step OneCapoo touches water, traps, or mistimes a jump, and gets reset to the start point.Capoo touches water, traps, or mistimes a jump, and gets reset to the start point.
Step TwoPlayer can press H to bring up a tutorial.No tutorial available; puzzle elements must be figured out, and mechanisms will not activate if solved incorrectly.