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Page 1: ABC (Australian Broadcasting Corporation) · Web viewIf a MISSING WORD is dragged and let go by the player outside of a BLANKSPACE it will return to the missing words area (where

Design Document

Created by: Steve FawknerDate: August 6th 2008Updated by: Tim RandallDate: September 5th 2008

© 2008 Infinite Interactive Pty. Ltd.

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Index

Page 7: 1.0 Overview 1.1 Platforms 1.2 Timeframe 1.3 Engine 1.4 Scope 1.5 Goals

Page 8: 2.0 Game Synopsis 2.1 Setting Synopsis

Page 9: 3.0 UI Synopsis 3.1 Main Home Screen 3.2 Gameplay View 3.3 Playable Area 3.4 Non-Playable Area

Page 10: 3.5 Image of Playable and Non

Playable Area 3.6 Beginning of an Office/Level 3.7 Between Office/Level Screens 3.8 Main Task Queuing

Page 11: 3.9 Looking Underneath Notes 3.10 Gameplay View No Tasks

QueuedPage 12:

3.11 Gameplay View 5 Tasks Queued 3.12 Gameplay View 8 Tasks Queued

Page 13: 3.13 Gameplay View Elements

Page 14: 3.14 Play Portrait 3.15 Player Title and Name 3.16 Player Level 3.17 Status Bars 3.18 Inventory 3.19 Left and Right Inventory Scrolls

Arrows 3.20 Tasks 3.21 Demerit Stars 3.22 Office/Level 3.23 Clock

Page 15: 3.24 Player’s Monitor

Page 25: 6.0 Email

3.25 Player MoneyPage 16:

4.0 Player Avatar 4.1 Movement 4.2 Movement Speed 4.3 Holding Items and Objects 4.4 Player Skills

Page 17: 4.5 Gaining Levels

Page 18: 4.6 Graph of Skill Bonuses 4.7 Skills & Tasks 4.8 Level and Titles

Page 19: 4.9 Changes in Appearance 4.10 Spending Skill Points

Page 20: 4.11 Level Up View 4.12 Level Up View Elements

Page 21: 4.13

Powerdressing/Geekiness/Laziness/Ingenuity/Stealth Icons

4.14 Skill Up Button Powerdressing/Geekiness/Laziness/Ingenuity/Stealth

4.15 Current Skill Level Powerdressing/Geekiness/Laziness/Ingenuity/Stealth 4.16 Reset Button4.17 Accept Lever4.18 Skill Points Remaining4.19 Information

Page 22: 5.0 Main Tasks 5.1 List of Main Tasks 5.2 Task Timer 5.3 Acquiring a Main Task 5.4 Beginning a Main Task

Page 23: 5.5 Completing a Main Task 5.6 Failing a Main Task

Page 24: 5.7 Flowchart of a Main Task Cycle

9.4 Default Chat Meter Rate of Change (no stealth skill)

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6.1 Starting an Email Task 6.2 Email View

Page 26: 6.3 Email View Elements 6.4 Inbox 6.5 New Message 6.6 Message 6.7 Old Message

Page 27: 6.8 Message Contents 6.9 Reply Button 6.10 Close Button 6.11 Performing an Email Task 6.12 Reply View

Page 28: 6.13 Reply View Elements 6.14 Inbox 6.15 Original Message 6.16 Missing Words

Page 29: 6.17 Player’s Reply 6.18 Blank Message Space 6.19 Send Button 6.20 Dot Point Colours 6.21 Sending an Email 6.22 Dragging Missing Words 6.23 Sending an Email

Page 30: 7.0 Reports 7.1 Starting a Report Task 7.2 Performing a Report Task 7.3 Dealing with Hindrances 7.4 Multi-Tasking Reports

Page 31: 8.0 Spreadsheets 8.1 Starting a Spreadsheet Task 8.2 Spreadsheet View

Page 32: 8.3 Spreadsheet View Elements 8.4 Missing Objects 8.5 Performing a Spreadsheet Task

Page 33: 9.0 Gossip 9.1 Starting a Gossip Task 9.2 Gossip Task Timer 9.3 Chat Meters 13.2 Bladder Bar

Page 43: 14.0 Victory & Defeat 14.1 Penalties

9.5 Performing a Gossip TaskPage 34:

9.6 Failing a Gossip Task 9.7 Multitasking Gossip Tasks

Page 35: 10.0 Managerial Tasks 10.1 Sleeping 10.2 Using the Toilet 10.3 Drinking Coffee

Page 36: 11.0 Actions 11.1 Flowchart of Chainable Actions 11.2 Action Delay

Page 37: 11.3 Illegal Actions 11.4 Disabling 11.5 Sleeping 11.6 Drinking Coffee 11.7 Retrieving

Page 38: 11.8 Delivering 11.9 Accessing PC 11.10 Emailing 11.11 Answering the Phone 11.12 Gossiping 11.13 Using the Toilet 11.14 Using the Shredder 11.15 Printing 11.16 Refilling/Reloading the Printer

Page 39: 11.17 Killing the Boss

Page 40: 12.0 Player’s Desk 12.1 Player’s PC 12.2 Accessing the PC 12.3 PC View 12.4 Beginning a Task from the PC 12.5 Multiple Tasks 12.6 Player’s Phone

Page 41: 12.7 Answering the Phone 12.8 Talking on the Phone 12.9 Player’s Chair

Page 42: 13.0 Status Bars 13.1 Energy Bar 17.12 Desk with Co-Workers 17.13 Coffee Machines 17.14 Paper Shredder 17.15 Pot Plants

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14.2 Demerit Stars 14.3 Failing to Answer the Phone 14.4 Falling Asleep 14.5 Wetting Pants 14.6 Suffering a Caffeine Attack

Page 44: 14.7 Giving an Incorrect Response

During a Boss Battle 14.8 Earning 3 Demerit Stars

Page 45: 15.0 Interactables 15.1 Taskmasters and Co-Workers 15.2 Items 15.3 Objects 15.4 List of Objects 15.5 Level Components

Page 46: 16.0 Items 16.1 Inventory 16.2 Acquiring Items 16.3 Basic Item Types

Page 47: 16.4 Items vs. Bosses 16.5 Acquiring Boss Items 16.6 Special Item Types/Boss Items 16.7 Using Items

Page 48: 17.0 Level Components 17.1 Player 17.2 Toilet 17.3 Boss 17.4 Your Desk

Page 49: 17.41 Phone 17.42 PC 17.43 Chair 17.5 Printers 17.6 Stationary Cupboard 17.7 Reception Desk 17.8 Water Cooler 17.9 Elevator 17.10 Window with View Outside

Page 50: 17.11 Empty Desks 21.8 Correct Responses 21.9 Spreadsheets and Graphs

Page 59: 22.0 Player Animations 22.1 Idle Animations 22.2 List of Idle Animations

17.16 Rubbish Bins 17.17 Boxes 17.18 Cupboards

Page 51: 18.0 Taskmasters 18.1 Task Rate 18.2 List of Taskmasters/Co-Workers 18.3 Accountant 18.4 Lawyer 18.5 Secretary

Page 52: 18.6 Server Administrator 18.7 Cleaner 18.8 Executive 18.9 Receptionist 18.10 Engineer 18.11 Intern 18.12 Boss

Page 53: 19.0 Bosses 19.1 Fighting the Boss 19.2 Head-to-Head View 19.3 Battle View

Page 54: 19.4 Battle View Explanation 19.5 Boss 19.6 1st/2nd/3rd/4th/5th Responses 19.7 Currently Highlighted Response

Page 55: 19.8 Boss’s Speech 19.9 Presentation 19.10 Defeating a Boss

Page 56: 20.0 List of Bosses

Page 57: 21.0 Boss Battles 21.1 Beginning a Boss Battle 21.2 Presentation Sequences 21.3 Wrecking the Boss 21.4 Hitpoints 21.5 Punishment 21.6 Ending a Boss Game

Page 58: 21.7 List of Boss Game Tasks 24.1 Level Component Animations 24.2 List of Level Component

Animations 24.3 Miscellaneous Animations

Page 69: 25.0 Progression

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22.3 Action Animations 22.4 List of Action Animations

Page 60: 22.5 Item Animations 22.6 List of Item Animations

Page 61: 22.7 Response Animations 22.8 List of Response Animations

Page 63: 23.0 AI and Co-Worker Behavior 23.1 Co-Worker Animations/Idle

Behavior 23.2 List of Co-Worker

Animations/Idle Behaviors 23.3 Taskmaster/Co-Worker Shared

Animations 23.4 List of Taskmaster/Co-Worker

Shared AnimationsPage 64:

23.5 Taskmaster Behavior/Reactions 23.6 Taskmaster Disable Animations 23.7 List of Taskmaster Disable

AnimationsPage 65:

23.8 Taskmaster Animations 23.9 List of Taskmaster Animations

Page 66: 23.10 Individual Taskmaster

Animations 23.11 Accountant Animations 23.12 Lawyer Animations 23.13 Secretary Animations 23.14 Server Administrator

Animations 23.15 Cleaner Animations

Page 67: 23.16 Executive Animations 23.17 Receptionist Animations 23.18 Engineer Animations 23.19 Intern Animations

Page 68: 24.0 Other Animations 31.11 Taskmaster Sounds 31.12 List of Taskmaster Sounds

Page 82: 31.13 Disable Sounds 31.14 List of Disable Sounds 31.15 List of Miscellaneous Sounds

Page 83: 32.0 Music

25.1 Difficulty 25.2 Added Components 25.3 Change in Scenery/Office Space

Page 70: 26.0 Hindrances 26.1 List of Hindrances 26.2 Toilet Becoming Engager 26.3 Printer Running out of Ink 26.4 Printer Running out of Paper 26.5 Hindrance Icons

Page 71: 27.0 Offices/Levels

Page 73: 28.0 Task Completion Rate Per Office

(average) 28.1 Average Time Spent Per Task

Page 74: 29.0 Currency 29.1 List of Currency Earned

Page 75: 30.0 Events/Disasters 30.1 List of Events/Disasters 30.2 Probability of an Event Occurring 30.3 List of Probabilities

Page 76: 30.4 Firing an Event 30.5 Resetting Event Probability

Page 77: 31.0 Sounds and Sound Effects 31.1 Ambient Sounds 31.2 List of Ambient Sounds

Page 78: 31.3 Alert Sounds 31.4 List of Alert Sounds 31.5 Action Sounds

Page 79: 31.6 List of Action Sounds 31.7 Item Sounds 31.8 List of Item Sounds

Page 80: 31.9 Level Component Sounds 31.10 List of Level Component Sounds

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Page 84: 33.0 Glossary

Page 89: 33.0 Flowchart of Terms and

Relationships 33.1 Interactables

Page 90: 33.2 Tasks

1.0 OverviewOffice Wars is a time-management game, similar in operation to Diner Dash, but with a small amount of persistence, customization and some RPG elements added to it to make it more engaging as the player progresses from level to level.

1.1 PlatformsOffice Wars will be developed initially as a PC prototype with a small number of playable levels.

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1.2 TimeframeThe timeframe for development is short - 3 months. This will be broken down in the following manner:

2 weeks pre-production 8 weeks production 2 weeks testing and polishing

1.3 EngineOffice Wars will be developed in Third Wave’s 3D Warworlds engine.

1.4 ScopeIn recognition of the fact that production time for the prototype is low, the vertical slice of gameplay that will be provided will have the following limitations:

It will only showcase a portion of the main game, visible on a small number of levels (to be determined).

Some front end will be in place and polished but some more advanced front end screens may be missing or incomplete.

No multiplayer modes will be available. Not all paths of gameplay that appear in the design document may be present

in the actual levels provided. The meta-game will only have a rudimentary implementation, limited to a few

screens that hint strongly at its scope and purpose.

1.5 Goals To complete a downloadable prototype in time for the last episode of this

season of Good Game that airs mid-November 2008. To create a prototype of a game that could find its way to Wii, DS, XBLA,

PSP or PSN, as well as on PC.

2.0 Game SynopsisThe player is aiming to move up the corporate ladder by taking out those who stand in his way (META GOAL).

To do this, he must accomplish a series of nested goals: The player must win a series of levels of increasing difficulty (META

TASKS) The player gains skills & power as he progresses (META REWARDS)

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A level is defeated by taking out the Boss who works on that level (GOAL)

To take out a Boss, the player must first disable all co-workers (SUB GOALS)

To disable co-workers, the player needs special items (REWARDS) To receive special items, the player must gain dollars (CURRENCY) The player gains dollars for successfully managing a series of time critical

tasks (MAIN TASKS) The player loses if neglects to perform certain side-tasks

(MANAGERIAL TASKS)

2.1 Setting SynopsisThe game is set in Wagglemax Corporation, a company that makes all manner of technological widgets.

Wagglemax is headquartered in a massively tall corporate skyscraper. The player begins at the bottom floor and gradually works his way towards the top where he can finally fight the CEO.

Each floor in Wagglemax has a different layout, different types and combinations of characters and different challenges.

A customization option will be provided to allow people to create their own levels and rename the characters after the people in their own office.

3.0 UI SynopsisThe game UI itself must be very simple and accessible. Every action should be able to be performed with a simple single point & click (for later inclusion of DS & Wii). Clickable areas must also be able to be kept large (keep the Wii in mind).

Office Wars is run on a 3D engine, however the entire main gameplay area must be kept on a single screen.

3.1 Main/Home ScreenThe home screen is displayed at the beginning of the game and is how the player begins the game, by either starting a new game, loading an existing one etc. This page

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can be accessed at anytime during the game via the player’s computer within the office.

The home screen is represented as the corporate homepage for Wagglemax.

Link PurposeRegister Start the game.Login Load a game.Company Info Display the company hierarchy, with big red crosses over the pictures of the

bosses who have been eliminated. The player’s status on this list will change as they work their way to the top.

Products Fluff, displays all the weird products that Wagglemax sells.About Us General fluff about the company, what they do, why they think they are great

(and consequently why you should dislike them) etc.Jobs Page More fluff, descriptions of the not so great sounding jobs that they have

advertised.Support Technical information, graphics, sound etc.

3.2 Gameplay ViewEach office is displayed as a static background shown from a semi-birds eye perspective, meaning that the camera never moves and the player is confined to the screen much like in Diner Dash. This perspective is referred to as the GAMEPLAY VIEW.

3.3 Playable AreaThe GAMEPLAY VIEW is scaled in 50 pixels from the edge of each side of the screen. Space inside this 50 pixel border is called the PLAYABLE AREA and the space around it is the NON-PLAYABLE AREA.

3.4 Non-Playable AreaThis space is represented as the frame of a computer monitor, to create the effect that the player is looking at themselves through their computer screen. This also creates space for tasks to queue (see 3.5 Main Task Queuing) and allows for cut off from TVs for console. The NON-PLAYABLE AREA is always visible within the game (even on main menus), to create the effect that the player is simply getting up off their PC when they enter the main game.

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3.5 Image of Playable and Non Playable Area

3.6 Beginning of an Office/LevelEach time a new office is started there is a pause of a couple of seconds as the elevator opens and the player walks out and into the office. Control is then given to the player and the office begins.

3.7 Between Office/Level ScreensWhen an office is completed, the player is seen walking into the elevator in order to go up to the next office. A result screen is then shown, displaying a run down on the tasks completed, the time they took and the currency earned. The company newsletter is then shown with a headline detailing how the boss was just defeated and how the ‘rookie’ employee has been promoted along with other news and fluff about the company etc.

The player then has the opportunity to spend skill points with the player’s view switching to LEVEL UP VIEW (see 4.6 Spending Skill Points).

3.8 Main Task Queuing As the player is assigned MAIN TASKS (see 5.0 Main Tasks) their screen will become cluttered with Post-it notes representing each specific task. Notes will queue from the bottom left hand corner of the screen up, filling up that side of the screen before queuing on the right. This results in 4 notes on either side of the screen when the player has the maximum of 8 tasks queued.

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When a task is completed the corresponding Post-it note will have a big green tick drawn over it and it will then disappear. When a task is failed a big red cross will be drawn over the corresponding note and it will disappear.

Post-it notes will remain on screen regardless of the view the player is in, so if the player access their PC or their email the notes will remain in place on their NON-PLAYABLE AREA.

3.9 Looking Underneath NotesEach Post-it note will slightly obstruct the player’s view of the PLAYABLE AREA. However hovering over each individual note with the player’s mouse/WiiMote/Stylus will make the note flip upwards revealing the covered area of the screen underneath.

3.10 Gameplay View No Tasks Queued

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3.11 Gameplay View 5 Tasks Queued

3.12 Gameplay View 8 Tasks Queued

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3.13 Gameplay View Elements

Player Portrait Player Title and Name Player Level Status Bars

o Energy Bar

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o Bladder Bar Inventory Left and Right Inventory Scroll Arrows Tasks Demerit Stars

o Filled Starso Empty Stars

Office Floor/Level Clock Player’s Monitor Player Money

3.14 Player PortraitThe player’s portrait which is displayed next to their status bars, level, title etc.

3.15 Player Title and NameThe player’s current title (see 4.8 Level Titles) and their chosen name.

3.16 Player LevelThe player’s current level.

3.17 Status BarsBars displaying the player’s current energy and bladder levels (See 13.0 Status Bars).

3.18 InventoryAny ITEMS the player is holding are displayed here (see 16.1 Inventory).

3.19 Left and Right Inventory Scroll ArrowsClicking these will scroll through the ITEMS the player currently holds in their inventory (see 16.1 Inventory).

3.20 Tasks Tasks are queued in order from 1st to 8th as displayed.

3.21 Demerit StarsThe player has 3 empty DEMERIT STARS at the beginning of each level. As he/she earns DEMERIT these stars become filled.

3.22 Office/LevelThe current office/level the player is on.

3.23 ClockDisplays the current game time, this counts upwards from 0.

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3.24 Player’s MonitorThis is the frame of the player’s monitor which surrounds the GAMEPLAY VIEW. Post-it notes from tasks will cover parts of it otherwise this area is entirely static and non-interactable.

This is also known as the NON-PLAYABLE AREA (see 3.3 Non-Playable Area).

3.25 Player MoneyDisplays how much money the player currently has.

Page 16: ABC (Australian Broadcasting Corporation) · Web viewIf a MISSING WORD is dragged and let go by the player outside of a BLANKSPACE it will return to the missing words area (where

4.0 The Player AvatarThe Player Avatar is what the player uses to interact with the game and things within it.

The prototype will have only one avatar, though ultimately many more will be provided (possibly even customizable, or using Mii’s on the Wii).

4.1 MovementThe player moves around the office by clicking on INTERACTABLES (see 15.0 Interactables). All ACTIONS (see 11.0 Actions) within the game are controlled using the mouse/Wiimote/Stylus.

4.2 Movement SpeedThe player’s movement speed is proportional to their energy bar (see 14.1 Energy Bar) however it will not drop bellow it’s starting value (meaning that movement speed will remain at default even if the player’s energy drops below 50).

Movement speed increases 2% for every 1 point of energy, meaning that at 100% the player moves at double the normal speed rate.

Energy Value Movement Speed Change<=50 NONE>50 2% per energy

4.3 Holding Items and ObjectsWhen the player picks up an OBJECT they will hold it in their hands. The player may hold up to 2 OBJECTS of the same type (eg 2 reports) in their hands (one in each hand). The player will always pick up OBJECTS with their right hand first, with the second object held in their left. The player may not carry 2 OBJECTS of different types at once.

OBJECTS cannot be simply dropped if they player wants to pick up something else. If the player wishes to pickup a new object but their hands are full then they must deliver the OBJECT(S) they are holding first. For example, if the player is holding 2 reports and they want to pick up an ink cartridge, they must deliver both reports to their TASKMASTER before they can pickup the cartridge. However if the player delivered 1 report and still had 1 in their hand they could pickup another report because it is of the same type as the other OBJECT they are already holding.

When an ITEM is picked up it is immediately transferred to the player’s inventory (see 16.1 Inventory). ITEMS can only be held in the player’s hands when the player performs a disable (see 11.4 Disabling and 16.7 Using Items).

4.4 Player SkillsThe Avatar has the following Skills, all of which affect one of the MAIN TASKS in the game:

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Skill Icon Purpose DescriptionPowerdressing Tie Leveling up this skill will

give the player more time to hand in reports.

“Dress to impress! Time isn’t an issue with report submission when you look this good!”

Geekiness Glasses This skill gives added time when writing emails.

“Appearance isn’t everything; all that matters is how fast you can touch type angry emails to the editor.”

Laziness Bed Makes your energy decrease slower.

“Sometimes you just don’t want to get out of bed. For all those who value a good night’s sleep.”

Ingenuity Calculator This skill adds time when completing spreadsheet tasks.

“Everything in life comes down to statistics. Numbers and spreadsheets are a piece of cake when your mind is a living calculator.”

Stealth Ninja Star Allows more time to talk with characters by making their chat meter go down slower.

“Discover your inner ninja! Avoid detection from those annoying co-workers you just can’t stand chatting to!”

4.5 Gaining LevelsEach time the player levels up, they can choose one skill and add a point to it.

All skills start at 0.

For every point in a skill, a player gains +10% extra time in the MAIN TASK associated with that skill.

In later levels, the MAIN TASKS will come faster & faster, thus the player will require more time to complete them.

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4.6 Graph of Skill Bonuses

4.7 Skills & TasksSkills map to the following tasks (see Main Tasks 5.0 and 10.0 Managerial Tasks):

Powerdressing - Reports Geekiness –Emails Laziness - Sleep Ingenuity - Spreadsheets Stealth – Gossip

4.8 Level TitlesEach time a player levels up they will be given a more grand-sounding title as shown in the table below:

Player Level Title1 “Maggot”2 “Minion”3 “Worker”456789 “Executive”10 “Emperor”

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4.9 Changes in AppearanceLeveling up the player’s skills will slowly change their appearance accordingly if they are particularly dominate in one stat. The following table shows the changes in appearance depending on the player’s stats.

Dominate Stat Change in AppearancePowerdressing Makes the player look very smart and

professional.Geekiness Makes the player look a bit nerdy,

slouch over / wear glasses etc.Laziness Makes the player look a bit

disheveled, sleepy. Ingenuity Makes the player look very neat.Stealth Makes the player look like a ninja.

4.10 Spending Skill PointsAt the end of each level the player has the opportunity to spend any skill points earned in the LEVEL UP VIEW. The LEVEL UP VIEW is shown to the player after the end of level screens are shown (see 3.7 Between Office/Level Screens) when the player is still in the elevator.

The player is shown from a first person view facing the elevator’s control panel. The panel is used in order to spend skill points. There is a set of 5 ‘skill up’ buttons which can be interacted with. Each button corresponds with the skill situated beside it. Also beside each button is a counter which shows the player’s current level in the skill in question.

The player can use the reset button in order to reset any changes they have made or the accept lever in order to finalize any changes made. Once the accept lever is used all changes are final and cannot be modified.

Once the player accepts any changes they will be progressed onto the next office.

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4.11 Level Up View

4.12 Level Up View Elements

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Powerdressing Icon Geekiness Icon Laziness Icon Ingenuity Icon Stealth Icon Skill Up Button Geekiness/Laziness/Stealth/Ingenuity/Powerdressing Current Skill Level Geekiness/Laziness/Stealth/Ingenuity/Powerdressing Reset Button Accept Lever Skill Points Remaining Information

4.13 Powdressing/Geekiness/Laziness/Ingenuity/Stealth IconsInforms the player that the set of elements directly beside the icon relate to the skill represented on it.

4.14 Skill Up Button Powerdressing /Geekiness/Laziness/Ingenuity/Stealth Pressing this button will make the corresponding skill go up in value providing the player has spare skill point(s).

4.15 Current Skill Level Powerdressing /Geekiness/Laziness/ Ingenuity/StealthDisplays the current level of the corresponding skill. This will change as the player adds skill points to the corresponding skill using the skill up buttons.

4.16 Reset ButtonWill reset any skill changes made during the current level up process.

4.17 Accept LeverWill accept skill changes, these changes are final and cannot be changed once this lever is used. Using this will make the lever move into the down position.

4.18 Skill Points RemainingDisplays how many skill points the player has left to spend

4.19 InformationExplains to the player how to use the level up panel.

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5.0 Main TasksMAIN TASKS are duties that the player must perform within an office in order to achieve his/her objective (take out his boss).

Each task (the player can have up to 8) has a time limit attached (TASK TIMER). If the bar ticks down, the player earns a DEMERIT (see Victory & Defeat 14.0).

5.1 List of Main Tasks Emails Reports Spreadsheets Gossip

5.2 Task TimerEach individual task has a TASK TIMER associated with it (with the exception of gossip tasks, see 9.0 Gossip), which is the time given to the player to complete the task before suffering a PENALTY (see 14.1 Penalties).

The default time available per task is 30 seconds. This is offset however by the number of points the player has in the corresponding skill (see 4.4 Player Skills).

5.3 Acquiring a Main TaskMAIN TASKS are given by TASKMASTERS (see Taskmasters 18.0). TASKMASTERS will assign tasks using the phone. The player simply answers the phone (by clicking on it) to accept tasks. Failure to answer the phone results in a loss of demerit (see 14.2 Demerit Stars).

When a task is acquired a Post-it note will flash and appear on the player’s screen with the corresponding task and TASKMASTER shown on it (see 3.8 Main Task Queuing).

If the player has reached their full capacity of 8 tasks queued then they can no longer accept any more MAIN TASKS until they free up task space. They will however still keep receiving calls from TASKMASTER and will lose DEMERIT as per usual for not answering the phone.

5.4 Beginning a Main TaskTasks automatically begin once they are acquired. The TASKMASTER who handed out the task will appear at the corresponding location (eg: for gossip at the water cooler) and the task’s TASK TIMER will begin to countdown. For example:

The player’s phone rings. The player answers the phone. A spreadsheet task is given. A spreadsheet task is queued as a Post-it note on the player’s computer screen The task’s TASK TIMER begins and the co-worker appears somewhere in the

office (eg: at their desk). To complete the task the player needs to access their PC and complete the

spreadsheet task (see 8.0 Spreadsheets).

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The task is then complete.

5.5 Completing a Main TaskWhen a task is complete the player will earn currency with the amount being dependant on how quickly the task was completed (see 26.0 Currency). When a task is completed the co-worker will fade off the screen, but the same co-worker however can still call the player to hand out more tasks until they are disabled.

5.6 Failing a Main TaskA task is failed if it is not completed in the allocated time (if the task’s TASK TIMER runs out). A demerit star is given as a penalty if this happens. When a task is failed the TASKMASTER will move off screen and may re-assign the task later in the level via the phone as per normal.

5.7 Flowchart of a Main Task Cycle

Don’t answer

The player’s phone rings

Gain half a demerit starA Taskmaster gives you a taskAnswer

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6.0 EmailEmail tasks are tasks completed using the player’s computer. The difficulty of email tasks are dependant on the player’s geekiness rating.

Taskmaster disappears.

Gain 1 demerit starEarn currency

Complete task Fail Task

Taskmaster disappears

Taskmaster appears in the office

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6.1 Starting an Email Task To start an email task the player needs to click on their PC and choose the ‘Send Email’ option.

6.2 Email ViewWhen an email is started the player’s perspective switches to EMAIL VIEW. This view will show an email client on the player’s screen. On the right hand side of the view the inbox is shown, with the number of messages (email tasks) shown next to it in brackets. To the right of the inbox are all the email tasks available to the player. They are shown from newest to oldest, with new tasks shown with a green dot point, tasks that have been active for an average amount of time shown with yellow dot point and old tasks (tasks that need doing right away) shown with a red dot point.

Below this is a divider, which separates the message area. Here the currently selected message is displayed. When the player wants to complete an email task they choose the task/message they want by clicking on it in the top view and then hit the reply button, which will open up the REPLY VIEW.

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6.3 Email View Elements

Inbox and Number of Messages New Message Message Old Message Message Contents Close Button Reply Button

6.4 InboxThe inbox displays the number of messages/email tasks the player currently has.

6.5 New MessageMessages displayed in green dot points are new messages and are shown at the top of the message list. The message can be viewed by clicking it.

6.6 MessageMessages displayed in yellow dot points are messages that have been active for an average amount of time. The message can be viewed by clicking it.

6.7 Old MessageMessages displayed in red dot points are old messages and are about to expire. The message can be viewed by clicking it.

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6.8 Message ContentsThe contents of the message is displayed here.

6.9 Reply ButtonThe reply button is used to reply to a message in order to complete the task.

6.10 Close ButtonThis can be clicked in order to exit the EMAIL VIEW and return to GAMEPLAY VIEW.

6.11 Performing an Email Task The player chooses a message to reply to by clicking the message and then hitting the reply button, this will open up REPLY VIEW.

6.12 Reply ViewREPLY VIEW is the view the player sees when they are replying to an email. The inbox still remains on the left hand side of the view, but to the right of that are 3 areas separated by dividers. The top area displays the original message, the middle area is the MISSING WORDS area, and below that is the player’s reply typed out with specific words omitted which the player must fill in before hitting the send button to complete the task.

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6.13 Reply View Elements

Inbox Number of Messages Close Button Original Message Missing Words Player’s Reply Blank Message Space Send Button

6.14 InboxThis can be pressed at any time to return to EMAIL VIEW.

6.15 Original MessageThe message being replied to is displayed here.

6.16 Missing WordsMISSING WORDS are words that are omitted from the player’s email response. The player needs to drag the MISSING WORDS into its corresponding BLANK SPACE. MISSING WORDS can be words that are spoken the same way but spelt differently (eg: there, their and they’re) or sound similar (where and were).

MISSING WORDS can also give the player opportunity to create some really bizarre emails by mixing and matching words.

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6.17 Player’s ReplyThe player’s reply is displayed here.

6.18 Blank Message SpaceMissing words need to be dragged into these spaces to complete the email.

6.19 Send ButtonClick this to send the message and complete the email/task.

6.20 Dot Point Colours

Dot Point Colour Time Remaining to Complete Task (secs)

Green >30Yellow <30

Red <10

The dot point’s colour for each individual message will change depending on how long there is left to complete that task before DEMERIT is earned.

6.21 Filling in a Blank SpaceBLANK SPACES are filled in by the player dragging the corresponding MISSING WORD into the space using their mouse/WiiMote etc). Both correct and incorrect matches can be dragged into a BLANK SPACE.

6.22 Dragging Missing WordsWhen a MISSING WORD is dragged into or near a BLANK SPACE it will snap into that space. When a MISSING WORD is dragged away from a BLANK SPACE it will snap out of it and back to the player’s pointer. If a MISSING WORD is dragged and let go by the player outside of a BLANKSPACE it will return to the missing words area (where it originally came from).

6.23 Sending an EmailIf a message’s BLANK SPACES are filled in correctly the task can be completed by hitting the send button. Once the email is sent the player will be returned to EMAIL VIEW and the task will be completed and removed from the task queue.

If a message is entered incorrectly then the email will not send. The screen will shake when this happens, informing the player that they have made a mistake (see 11.3 Illegal Actions).

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7.0 ReportsReports are very similar to tasks in Diner Dash. The player needs to print out a report using their computer and then deliver it to their TASKMASTER. The difficulty of a report task is dependant on the player’s powerdressing skill rating.

7.1 Starting a Report TaskTo start a report task the player needs to click on their PC and choose the “Print Report” option.

7.2 Performing a Report TaskOnce a report has been sent to the printer, the player needs to go over to the printer to retrieve (see 11.5 Retrieving) the report by clicking on the printer. The player will then be shown picking up and holding the report. They then need to deliver (see 11.6 Delivering) the report to their TASKMASTER.

7.3 Dealing with HindrancesThe printer can run out of both paper and ink. A report will not print until the printer has been refilled/reloaded. Once the printer is fixed then any reports currently queued will print (see 24.0 Hindrances for more details).

7.4 Multi-Tasking ReportsIt is possible to hold two reports at once (one in each hand). A player may print out as many reports as they like. The last report printed out by the printer will always be the first the player will retrieve. In this way if the player has two report tasks, then they can print out both from their PC, retrieve them from the printer and then deliver them both at the same time.

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8.0 SpreadsheetsSpreadsheet tasks involve the player viewing spreadsheets of stock reports which will detail whether or not any item of stock is missing. The player needs to then search the office by looking behind or inside level components (eg: desk, plants etc) to find the missing objects.

8.1 Starting a Spreadsheet TaskTo start a spreadsheet task the player needs to click on their PC and choose the “Complete Spreadsheet” option.

8.2 Spreadsheet ViewWhen a player starts a spreadsheet task their perspective will switch to SPREADSHEET VIEW. In this view they will see a spreadsheet displayed on their computer screen. The spreadsheet will list a number of items (eg: a stock report) and show how many units there are of each of these objects in the office, how many of these objects are accounted for and how many are missing.

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8.3 Spreadsheet View Elements

Missing Objects Close Button

8.4 Missing ObjectsThese are the objects missing from the stock report which the player needs to find. This list can consist of any OBJECT from within the game except reports (see 15.4 List of Obejcts).

8.5 Performing a Spreadsheet TaskThe player needs to indentify which objects they need to find by viewing the spreadsheet, then they have to leave their computer (press the close button on the spreadsheet) and search the office for the MISSING OBJECTS. When a missing object is found the player will hold it in their hand (see 4.3 Holding Items and Objects). They need to take the object(s) to their TASKMASTER in order to complete the task. The player is limited to carrying 2 OBJECTS at once, in which case they may have to hand the objects over in several trips.

When all MISSING OBJECTS are accounted for and returned to the TASKMASTER the task is completed.

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9.0 Gossip Gossip tasks involve the player talking to co-workers who are itching to chat around the water cooler. The difficulty of gossip tasks is dependant on the player’s stealth skill rating.

9.1 Starting a Gossip TaskWhen a gossip task is received over the phone, the TASKMASTER who gave the task will appear at the water cooler along with a group of co-workers (the size of this group depends on the difficulty of the task). The player needs to click on each of the co-workers to begin chatting to them.

9.2 Gossip Task TimerThe TASK TIMER for gossip tasks works differently to other MAIN TASKS. Once a gossip task is accepted, the player will instead be fighting against the CHAT METERS of each co-worker at the water-cooler.

9.3 Chat Meters Each co-worker at the water cooler has a CHAT METER (which is represented visually by a bar hovering above their head), this meter represents their current conversation satisfaction; the more satisfied they are the higher the meter is. The CHAT METER is dependant on how long you spend talking to the specific co-worker. If a co-worker at the water cooler is not being spoken to then their chat meter will go down at a steady rate. It is the goal of the player to get all co-worker’s chat meters to full.

The CHAT METER always begins at 50% for each co-worker (showing an average satisfaction). When a chat meter gets to 100% then the co-worker is completely satisfied and they will move away from the water cooler (fade off screen for prototype).

9.4 Default Chat Meter Rate of Change (no stealth skill)

Whilst Speaking Whilst Not Speaking +20 per sec -10 per sec

Upping your stealth skill will make chat meters go down slower but not affect the rate that they will go up.

9.5 Performing a Gossip TaskTo perform a gossip task the player needs to go over to the water cooler and click on a co-worker. This starts a conversation; once a conversation is started the co-worker will begin talking to the player (represented visually by speech bubbles). At any time the player can break the conversation by clicking on another co-worker or interactable.

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As a co-worker is spoken to their CHAT METER will go up, if the player breaks a conversation then the co-worker’s CHAT METER will start to go down. It is the challenge for the player to keep every co-worker’s chat meter above 0.

9.6 Failing a Gossip TaskA gossip task is failed if any co-worker’s CHAT METER hits 0.

9.7 Multitasking Gossip TasksIt is possible to multi-task gossip tasks with other task as you like. It is possible to start a gossip task then perform a number of other tasks. The gossip task will not end/fail until a gossiping co-worker’s CHAT METER hits 0. For example, the player could start a gossip task, begin chatting to co-workers then go to the toilet, the gossip task will continue providing none of the chat meters hit 0 during the player’s absence.

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10.0 Managerial TasksManagerial tasks are simply things the player needs to take care of in order to avoid losing.

Managerial tasks are all automatically in place and operating. To control their managerial tasks the player needs to do the following:

Sleep Use the Toilet Drink Coffee

10.1 SleepingSleeping will increase the player’s energy bar (see 13.1 Energy Bar) by 50. Sleeping will not cause a caffeine attack (see 14.6 Suffering a Caffeine Attack). If the player has an energy value of or over 50 at the time of sleeping then sleeping will result in bringing it to 99.

Sleeping is performed by clicking on the player’s chair at their desk and waiting for 5 seconds whilst their energy bar is replenished. Sleeping is represented visually by the player snoozing on their chair. Time limits on other tasks will continue whilst sleeping, meaning that the player must manage their sleep in with their other tasks.

10.2 Using the ToiletTo go to the toilet click on the toilet door when it is not engaged, the player will disappear behind the door for 2.5 seconds whilst they release their bladder, resulting in their bladder bar (see 13.2 Bladder Bar) going back down to 0.

10.3 Drinking CoffeeDrinking coffee will increase the player’s energy bar by 25 and their bladder bar by 10. Drinking coffee is performed by clicking on the coffee machine if there is one in the office. Drinking is performed instantaneously.

11.0 ActionsACTIONS are what the player performs in order to complete a MAIN or MANAGERIAL TASK, eg: In order to give reports to their TASKMASTER (see

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18.0 Taskmasters) the player must first access their computer (1st action), print out the report (2nd action), retrieve the report from the printer (3rd action) and then hand the report over to their TASKMASTER (4th action).

All ACTIONS within the game are controlled using the mouse for PC, WiiMote for Wii, Stylus for DS.

Performable ACTIONS within the game are listed below: Disabling Sleeping Drinking Coffee Retrieving (from printer, stationary cupboard, coffee machine etc) Delivering (to co-worker, printer etc) Accessing PC Emailing Answering the Phone Gossiping Using the Toilet Using the Shredder Printing Refilling/Reloading the printer Killing the boss

11.1 Flowchart of an Action Chain

11.2 Action DelayWhen a player clicks on an INTERACTABLE (see 15.0 Interactables) they will perform some form of ACTION (eg: if they click on their PC they will perform the ACTION of accessing their PC). However the player will suffer an ACTION DELAY should they not be situated next to the INTERACTABLE being interacted with. This simply means that the player’s avatar will first move next to the object when it is clicked on before the ACTION will be performed.

Access computer

Print out report

Retrieve report from printer

Hand over report to Taskmaster

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An example of this is when the player is at the stationary cupboard and clicks on their phone. The player’s avatar will first move over to the phone before picking it up. The time delay between the player clicking on the phone and the phone being picked up is the ACTION DELAY.

11.3 Illegal ActionsILLEGAL ACTIONS are ACTIONS that cannot be performed at a specific time. For example, if the player has a full task queue of 8 tasks and their phone rings, they will be unable to answer it until they free up their queue.

ILLEGAL ACTIONS are represented by the screen shaking for half a second.

11.4 Disabling Enemies can be disabled with items. This will stop them from giving the player more tasks for a certain period of time. Disabling is essential in order to progress within the game and maintain a manageable number of tasks. An enemy will return to normal once a certain amount of time (dependant on their difficulty) has past since they were disabled, they will then begin giving tasks again as per usual.

If a TASKMASTER is disabled whilst they have task(s) queued for the player then the task(s) will be removed from the player’s task queue.

Disabling is always represented in a graphic/animation of some kind, eg: Stapling an executive’s tie to the desk is shown as well as him struggling to move etc.

11.5 SleepingSleeping at your desk (see 10.1 Sleeping).

11.6 Drinking CoffeeDrinking coffee from the coffee machine (see 10.3 Drinking Coffee)

11.7 Retrieving Retrieving is the process of gathering an INTERACTABLE (see 10.0 Interactables) from someone/something. An example of performing a retrieving action is when the player gathers paper from the stationary cupboard or a report from the printer. Retrieving actions are performed by clicking on the INTERACTABLE itself or the thing that it is being retrieved from (eg: stationary cupboard). The following actions involve retrieving.

Retrieving paper/ink from the stationary cupboard. Retrieving reports from the printer. Retrieving packages/items from the reception desk.

11.8 Delivering Delivering is the process of giving an item/object to someone/something. An example of performing a delivery action is when the player gives a report to a TASKMASTER. Delivering actions are performed by clicking on the INTERACTABLE that the object is being delivered to. The following actions involve delivering:

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Delivering paper/ink to the printer. Delivering a report to a TASKMASTER. Delivering an object as part of a spreadsheet task for a TASKMASTER. Delivering paper to the shredder.

11.9 Accessing PC In order to access the player’s PC the player needs to click on it. Emails, spreadsheet and report tasks are begun using the PC. The Main/Home screen (see 3.1 Main/Home Screen) can also be accessed from here.

11.10 EmailingEmailing can be performed by first accessing the PC. The player sends an email by completing a simple word matching task (see 6.0 Emails).

11.11 Answering the PhoneTo answer the phone the player clicks on their phone when it rings. The player is given a limited amount of time to answer the phone. MAIN TASKS are given via the phone (see 12.6 Player’s Phone).

11.12 GossipingGossiping is performed by clicking on co-workers who have gathered at the water cooler (see 5.5 Gossip).

11.13 Using the ToiletGoing to the toilet (see 10.2 Using the Toilet).

11.14 Using the ShredderTo use the shredder the player must first obtain an item/object to shred (eg: paper). They then click on the shredder to shred the item/object.

11.15 PrintingThe printer is accessed via the player’s PC. To use the printer the player must first have an object that requires printing (eg: a report). The printer will run out of paper and ink from time to time and needs to be refilled. To retrieve a printed document from the printer the player needs to click on the printer.

11.16 Refilling/Reloading the PrinterTo refill/reload the printer with new paper/ink the player must first be holding the paper/ink and then click on the printer to perform the action. The printer will be refilled/reloaded instantaneously when this action is performed

11.17 Killing the BossDefeating the boss to finish the office (see 19.0 Bosses).

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12.0 Player’s DeskThe player’s desk consist of 3 components:

Player’s PC Player’s Phone Player’s Chair

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12.1 Player’s PCThe Player’s PC is their main interface when completing tasks within the game. All MAIN TASKS (with the exception of gossiping) are completed using the PC.

12.2 Accessing the PCThe player accesses their PC by simply clicking on it. When the player’s PC is accessed their perspective will switch to the PC VIEW.

12.3 PC ViewPC VIEW is the viewpoint the player sees when they access their PC. The PLAYABLE AREA will change to show the player’s computer screen. PC VIEW will open up to the menu screen with the following links:

Link PurposeHome (Pause) Return to the Wagglemax homepage (eg

Main/Homescreen) / Pause the GameSend Email Begin an email taskPrint Report Begin a report taskComplete Spreadsheet Being a spreadsheet task

12.4 Beginning a Task from the PCTasks begin by following the corresponding link from PC VIEW (see 6.0 Emails, 7.0 Reports and 8.0 Spreadsheets for specifics).

12.5 Multiple Tasks If the player has multiple tasks of the one type available at once, then a sub menu of all the tasks of that kind available will be displayed once the initial link (eg: ‘Complete Spreadsheet’, ‘Print Report’ etc) is followed, listed from oldest to newest. ‘Send Email’ however won’t open this submenu (as multiple emails can be chosen from using the inbox).

For example the player has 2 report tasks; one was assigned by an executive and has been active for 30 seconds whilst the other has just been given via the phone by a lawyer. The player follows the ‘Print Report’ link. A submenu will open underneath that link with the task assigned by the executive at the top of the list followed by the one assigned by the lawyer. The player clicks on the first link and the task begins.

12.6 Player’s PhoneThe player uses their phone in order to accept tasks. The phone will ring when a TASKMASTER wants to assign a task. It will ring for 15 seconds or until answered, if the player fails to answer the phone they will gain half a DEMERIT STAR.

12.7 Answering the PhoneTo answer the phone the player needs to simply click on it. The phone can always be answered providing it is ringing and the player does not have a full task queue of 8 (in this instance the phone will ring but cannot be answered until the player frees up their task queue). Trying to answer the phone with a full task queue will result in the screen

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shaking informing the player that this is an ILLEGAL ACTION (see 11.3 Illegal Actions).

12.8 Talking on the PhoneThe player never talks on the phone, they will instead listen for 1 second whilst the TASKMASTER spurts out gibberish at a million miles an hour. Once the TASKMASTER is done talking the task is acquired (see 5.3 Acquiring a Task).

When a TASKMASTER is talking over the phone their avatar will be displayed above the phone in a speech bubble popup.

12.9 Player’s ChairThe player’s chair is used in order to sleep (see 10.1 Sleeping).

13.0 Status BarsThere are two Status Bars attached to the player: Status Bar Starting Rate of Icon Bar Colour

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Value ChangeEnergy Bar 50 -0.5 per sec Coffee BlueBladder Bar 0 +1 per sec Toilet Yellow

Each status bar has a minimum value of 0 and a maximum of 100. Each status bar will reset at the beginning of a new office.

13.1 Energy BarYour energy bar begins at 50% and goes down 0.5 energy every 1 second, meaning that unless you drink coffee or sleep at your desk you will fall asleep after 100 seconds of time has past (see 14.4 Falling Asleep). Your energy bar is proportional to your movement speed; the higher your energy bar is the faster you character will move around the office, the lower it is and the slower they will move (see 4.2 Movement Speed).

It is then ideal to keep your energy bar high, however if it gets to 100 then your player will suffer a caffeine attack (see 14.6 Suffering a Caffeine Attack). If the player’s energy bar reaches 0 then they fall asleep.

13.2 Bladder BarThe bladder bar begins at 0 and goes up 1 point every second of game time. If it reaches the top, you wet yourself and get a DEMERIT STAR (see 14.5 Wetting Pants). Coffee will make it go up faster. Trips to the toilet will make it go back down to 0.

14.0 Victory & DefeatYou win by taking down the boss. You lose if you get 3 DEMERIT STARS.

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14.1 Penalties The player will suffer penalties when they fail a MAIN TASK or a MANAGERIAL TASK. This will be represented by the player being given DEMERIT STARS.

14.2 Demerit StarsThese are generated from failing a MAIN TASK in the time available, or from failing to complete a MANAGERIAL TASK in the time available. A player can also earn DEMERIT during BOSS BATTLES (see 21.0 Boss Games). A player can be awarded both half and full demerit stars.

The player is given demerit stars for failing in either of the following tasks: Failing to Answer the Phone Falling Asleep Wetting Pants Suffering a Caffeine Attack Giving an Incorrect Response During a Boss Battle

14.3 Failing to Answer the PhoneFailing the answer the phone will result in a half demerit star penalty.

14.4 Falling AsleepFalling asleep occurs when your energy bar reaches 0, when this happens the player will lose control of their avatar for a total of 1.5 seconds. The player will be shown collapsing on the floor and then sleeping briefly before waking up. This costs the player one DEMERIT STAR. The player’s energy bar will then return to 50.

14.5 Wetting PantsThe player will wet themselves when their bladder bar is full, when this happens the player will lose control of their avatar for 1.5 seconds. The player will be shown wincing in pain as they attempt to hold it briefly. A wet patch will then appear around their groin and they will look red faced but somewhat relieved. The player’s bladder bar will then return to 0.

14.6 Suffering a Caffeine AttackThe player will have a caffeine attack when their energy bar is full, when this happens the player will lose control of their avatar for 1.5 seconds. The player will be shown wide eyed and holding their head as they have a fit, twisting around all over the place frantically. This costs the player one DEMERIT STAR. The player’s energy bar will then return to 50.

14.7 Giving an Incorrect Response During a Boss BattleA player will earn half a DEMERIT STAR for giving an incorrect response during a boss battle. See 19.0 Bosses and 21.0 Boss Games for more detail.

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14.8 Earning 3 Demerit StarsIf the player earns 3 DEMERIT STARS they fail the office. They will have to retry the office from the beginning of the level.

15.0 InteractablesInteractables are things that the player can interact with, these include:

Task Masters/Co-Workers Items Objects Interactable Level Components

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15.1 Taskmasters and Co-WorkersPeople within the office (see 18.0 Taskmaster).

15.2 ItemsItems that can be used by the player to perform disables (see 16.0 Items).

15.3 ObjectsOBJECTS are simply things that can be picked up and used but not in the same way as ITEMS (eg: can’t be used to disable). An example of an object is the paper used in the printer.

15.4 List of Objects Ink Cartridges Paper Coffee Reports Cups Hole Punchers Sticky Tape Note Pads Cleaner’s Broom

15.5 Level ComponentsLevel Components are stationary objects within levels that can be interacted with by the player. An example of a level component is the printer.

See 17.0 Level Components for detailed descriptions

16.0 ItemsITEMS are used to disable co-workers and to defeat bosses. Each co-worker and boss has a specific ITEM that they are weak against and can be used to disable them. A humorous image should be shown when a co-worker is disabled.

All ITEMS are once off use only.

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16.1 InventoryITEMS are stored in the player’s inventory. The player may carry any number of ITEMS at the one time in their inventory, but only have one in their hand at any given time (see 4.3 Holding Items and Objects).

Up to 3 Items can be displayed to the player at the one time in their inventory, with any excess ITEMS viewable to the player by using the scrolling arrows. ITEMS are automatically selected for the player when they click on a TASKMASTER to perform a disable.

16.2 Acquiring ItemsITEMS are delivered as packages to the reception desk. ITEMS are purchased with currency (see 26.0 Currency). When an ITEM is purchased the player will lose the corresponding amount of currency.

When a package is opened the ITEM is revealed much in a similar way to when one is obtained in the Legend of Zelda series. The enemy with which the ITEM can be used on will also flash once to alert the player as to how to use it. Only one ITEM will appear at the reception desk at a time. Every 15 seconds there is a 25% chance of an ITEM appearing at the reception desk, assuming the player has enough money to afford it. An ITEM will also not appear if there is already one of that type in the level (eg: in the player’s inventory). Each level has its own specific ITEM loot table, meaning that only ITEMS that are relevant to that particular office will become available.

When an ITEM is acquired it will automatically be sent to the player’s inventory.

16.3 Basic Item Types

Item Price (dollars) UsageLaxatives 100 Spike drinkPoison 200 Poison the water cooler.Scissors 250 Cut hairHammer 250 Smash objects (calculator)Rubber Spider 300 Put in desk.Computer Virus (represented as a USB key)

400 Send a virus to someone’s computer

Super Glue 400 Put super glue on phone.Stapler 500 Staple ties to desk

16.4 Items vs. BossesOnce the necessary item is acquired to defeat a boss the player can fight him/her (see 19.0 Bosses). Animations of boss’s being defeated should be more spectacular than defeating the average co-worker.

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16.5 Acquiring Boss ItemsBOSS ITEMS do not cost currency like normal ITEMS; instead BOSS ITEMS become available at the reception desk once the player has acquired a net amount of currency in the office. When a BOSS ITEM becomes available it will always be the next ITEM that shows up at the reception desk.

16.6 Special Item Types/Boss Items

Item Net Currency (dollars)

Usage

Rubber Chicken 600 Beat boss with chicken.Letter Opener 800 Stab boss in the eye.Fountain Pen 1200 Stab boss in the heart.Elastic Band 1500 Flick in boss’s eye.Cricket Bat 2000 Whack boss’s head in.

Katana Chop boss’s head off.Rail Gun Shoot the boss’s head off.

16.7 Using ItemsItems are used by clicking on the corresponding TASKMASTER in order to perform the disable. When this happens the ITEM will be automatically selected into the player’s hand and the disable will be performed.

Once an ITEM is used it will disappear from both the player’s hands and their inventory.

17.0 Level ComponentsEach level is made up of a number of simple components. All components are INTERATABLE (see 15.0 Interactables) unless otherwise noted.

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Compulsory Components: Player Toilet Boss Your Desk (+ Phone + PC + Chair) One or more Printers One or more Stationery Cupboards Reception Desk Water Cooler Elevator Window with view outside

Optional Components: Empty Desks Desks with Co-workers Coffee Machines Paper Shredder Pot Plants Rubbish Bins Boxes Cupboards

.All components are stationery except for the player.

17.1 PlayerThe player is the user’s avatar on screen and is what they use to interact with things within the game

17.2 ToiletThe player enters the toilet and will remain behind its door for a period of time whilst they empty their energy bar. Co-workers will also enter the toilet, meaning it will be engaged from time to time and out of use (see 24.2 Toilet Becoming Engaged).

17.3 BossEvery office contains a unique boss and it is the META GOAL of each level to eliminate him/her (see 19.0 Bosses for more detail).

17.4 Your DeskYour desk contains the primary tools in order to complete tasks within the game. Every office contains a desk for the player.

Equipment included at or on your desk: Phone PC Chair

17.41 PhoneYour phone is located on your desk. See 12.6 Player’s Phone for details

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17.42 PCYour PC is located on your desk, it is the player’s primary interface to the rest of the game. See 12.1 Player’s PC for details.

17.43 ChairThe player uses their chair to sleep. To sleep, click on your chair. The longer you sleep the greater your energy bar will decrease.

17.5 PrintersPrinters are used to print out reports, to use a printer you must access your PC. Printers will sometimes run out of paper and or ink (See 26.3 Printer Running out of Ink and 26.4 Printer Running out of Paper) in which case the player must go to the stationery cupboard to get more paper and reload the printer. Offices may contain one or two printers.

17.6 Stationary CupboardThe stationary cupboard contains paper and ink cartridges and is accessed in order to refill the printer should it run out of either of the two items. Offices may contain one or two stationary cupboards.

17.7 Reception DeskThe reception desk is located at the front of the office and is where ITEMS are delivered to for the player. Every office contains a reception desk.

17.8 Water CoolerThe water cooler is where the player begins gossip tasks (see 9.0 Gossip). Co-workers will appear around water cooler to chat, the player is required to click on them and listen to their conversation for a period of time to complete the task. Every office contains a water cooler.

17.9 ElevatorThe player comes out of the elevator when they begin an office and enter it when leaving/finishing one. The elevator is not INTERACTABLE.

17.10 Window with View OutsideEach office will contain at least one window which will show the view outside. This acts as a visual representation of how high up the skyscraper the player currently is. Windows are not INTERACTABLE.

17.11 Empty DesksEmpty desks within the office. The draws of these desks can be searched through for spreadsheet tasks (see 8.0 Spreadsheets).

17.12 Desks with Co-WorkersDesks that co-workers within the office sit at.

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17.13 Coffee MachinesCoffee machines are used to drink coffee which will increase your bladder and energy bars. To access a coffee machine click on it. Offices may or may not contain a coffee machine.

17.14 Paper Shredder Paper shredders are used to shred documents/paper. To access a paper shredder the player must first obtain an OBJECT to shred and then click on the paper shredder. Offices may or may not contain a paper shredder.

17.15 Pot PlantsPot plants placed around the office, can be searched through/behind.

17.16 Rubbish BinsRubbish bins placed around the office, can be searched through.

17.17 BoxesBoxes placed around the office, can be searched in.

17.18 CupboardsCupboards placed around the office, can be searched through.

18.0 TaskmastersTASKMASTERS are co-workers who give MAIN TASKS (see 5.0 Main Tasks).

18.1 Task RateEach TASKMATER has a 10% chance to hand out a task to the player every 15 seconds. This is known as the TASK RATE.

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18.2 List of Taskmasters

Profession Sex Demeanor Dress Task Difficulty Item Required to Disable

Way to disable

Accountant M Logical Suit Spreadsheets Medium Boots Break his calculator.

Lawyer F Strong Willed

Suit Reports Hard Super Glue

Put super glue on her phone.

Secretary F Ditzy Skimpy Spreadsheets Medium Scissors Cut her hair.Server Administrator

M Nerdy, Sarcastic

Plain, Mangy

Emails Hard Computer Virus

Send a virus to his computer.

Cleaner M Quiet, Lonely

Plain, Dirty

None Easy None Break his mop

Executive M Domineering, Evil

Very Formal

Reports Hard Stapler Staple his tie to the desk.

Receptionist F Bright, Colourful

Neat, Casual

Gossip Medium Poison Poison the water cooler

Engineer M Logical Shirt, Tie

Emails Medium Rubber Spider

Put rubber spider in desk.

Intern M Enthusiastic Casual Gossip Easy Laxatives Spike his drinkBoss **** **** **** **** **** **** ****

****Unique to each level

18.3 AccountantAccountants dress smart and always neat. They love crunching numbers and give the player SPREADSHEET tasks. To disable an accountant the player needs to break their precious calculator, without it they are nothing.

18.4 Lawyer Lawyers are very by the book, they believe in rules and order. They wear a suit and will give the player REPORT tasks. To disable a lawyer player needs to coat her phone in superglue so it will stick to her ear when she answers uses it.

18.5 SecretarySecretaries like to dress to impress the higher-ups. They will have the player perform SPREADSHEET tasks for the boss. To disable the secretary the player needs to cut her hair, sending her running away in tears.

18.6 Server AdministratorServer Administrators dress plain and a bit disheveled however they have strong power within Wagglemax. They will give the player EMAIL tasks. To disable the server administrator the player needs to send a virus to his computer.

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18.7 Cleaner Cleaners are an easy opponent, they are more of a nuisance than a real problem. They dress in plain and dirty clothes. Cleaners do not give out tasks but instead get in the way of the player’s path and block them for a few seconds. Occasionally the cleaner will put down their mop, the player can then disable them by taking their mop and breaking it. No item is required to disable cleaners.

18.8 ExecutiveExecutives are a very tough opponent. They dress in expensive suits and love pushing people around. They give the player REPORT tasks and can be disabled by stapling their tie to a desk.

18.9 ReceptionistThe receptionist dresses smart and there is one in every office. She gives gossip tasks and can be disabled by poisoning the water cooler.

18.10 EngineerEngineers dress smart and wear a shirt and a tie. They give email tasks and are disabled by putting a rubber spider in their desk.

18.11 InternInterns are enthusiastic and excited about being at Wagglemax. They give gossip tasks and can be disabled by spiking their drink with laxatives.

18.12 BossThere is a boss in each office and they are unique to that level (see 14.0 Bosses).

19.0 BossesEach boss is unique to an office; they have specific traits and mannerisms and will give out a range of MAIN TASKS (see 5.0 Main Tasks). Each boss can be fought by first obtaining a special BOSS ITEM (see 16.0 Items and 16.3 Items vs. Bosses).

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19.1 Fighting the BossA boss can be fought once the player has obtained the required BOSS ITEM (see 16.0 Items and 16.3 Items vs. Bosses). When a boss is fought the player’s perspective is switched to a HEAD-TO-HEAD VIEW and all remaining tasks in progress (both MAIN and MANAGERIAL TASKS) are removed, status bars also stop moving, DEMERIT is however carried over. The player will then take on the boss in a BOSS BATTLE (see 21.0 Boss Battles).

19.2 Head-to-Head ViewThe HEAD-TO-HEAD VIEW will switch player perspective to show a short 4 second animation of their avatar going head-to-head with the boss they are fighting (similar to the beginning of a fighting game such as Street Fighter). The view will then switch to BATTLE VIEW.

19.3 Battle View BATTLE VIEW shows the boss standing in front of a PowerPoint presentation displayed on a projector. With any player responses shown at the bottom of the player’s view.

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19.4 Battle View Explanation

Player Level Player Portrait Player Title and Name Filled Demerit Stars Empty Demerit Stars Boss 1st Response 2nd Response 3rd Response 4th Response 5th Response Presentation Currently Highlighted Response Boss’s Speech

19.5 BossThe boss, his/her manner will change depending on how many hitpoints they have left (see 21.5 Hitpoints).

19.6 1st/2nd/3rd/4th/5th ReponsesThe responses available to the player (for Correct Response sequences only, see 21.8 List of Boss Games and 21.9 Correct Responses).

19.7 Currently Highlighted ResponseThe response that is currently selected by the player (for Correct Response sequences only).

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19.8 Boss’s SpeechWhat the boss is saying is displayed here

19.9 PresentationThe boss’s PowerPoint presentation is displayed here.

19.10 Defeating a BossA boss is defeated by beating him/her in a BOSS BATTLE. When a boss is defeated they will drop to their hands and knees and beg the crowd to stop booing them. The player then uses their BOSS ITEM to defeat the boss who is shown comically being killed.

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20.0 List of Bosses

Level Name Title/Position Sex Demeanor Primary Stat/Trait

Tasks Boss Game

Weakness/Item Required to Kill

1 Supervisor Rubber Chicken2 Letter Opener3 Fountain Pen4 Elastic Band5 Cricket Bat6789 Katana10 CEO Railgun

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21.0 Boss BattlesBOSS BATTLES involve the player taking on their boss in the final sequence of each level. They require the player to outwit and outsmart their boss by pointing out floors in his/her presentation to the board.

BOSS BATTLES are loosely based off of ‘Monkey Kombat’ or ‘Insult Sword Fighting’ from Monkey Island.

21.1 Beginning a Boss BattleBOSS BATTLES begin at the start of the board meeting when the boss begins his/her presentation. The boss will talk during the presentation, with his/her speech divided up into a series of speech bubbles, displayed one at a time. The player simply needs to click their mouse in order to skip to the next section of text/speech bubble (much in the same way as speech is handled in Puzzle Quest). There are no time restrictions on the player when involved in a BOSS BATTLE.

When the boss has finished talking the player will be presented with a task chosen from the list of boss games (see 21.7 List of Boss Games).

The BOSS BATTLE is made up of a series of these sequences; the boss talks for a short period of time then the player is presented with a task. These individual sequences are referred to as PRESENTATION SEQUENCES.

21.2 Presentation SequencesEach PRESENTATION SEQUENCE will last around 3-4 sections of text/speech bubbles. The answer to each individual boss game can be found from its corresponding PRESENTATION SEQUENCE

21.3 Wrecking the BossWRECKING THE BOSS is the process of correctly pointing out the floors in his/her presentation. Each time the boss is WRECKED he/she will be shown becoming angrier and the other employees in the room will point and laugh.

21.4 HitpointsEach boss has a specific number of hitpoints, every time they are WRECKED by the player they will lose 1 hitpoint. The boss’s hitpoints aren’t shown to the player, however his/her damage will be shown visually by how angry they look. The angrier they get the closer they are to defeat.

21.5 PunishmentIf the player gives the wrong answer they will lose half a DEMERIT STAR and the other co-workers in the meeting will boo and jeer him/her.

21.6 Ending a Boss BattleA BOSS BATTLE will end when the boss’s hitpoints drop to 0 or if the player earns 3 DEMERIT STARS.

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21.7 List of Boss Game Tasks Correct Responses Spreadsheets and Graphs

21.8 Correct ResponsesIn this task the player will be presented with 5 responses/comments to make in reply to the boss’s presentation. The player needs to choose the correct response in order to WRECK THE BOSS.

The correct response is found by the player paying attention and finding the contradiction in what the boss has said.

21.9 Spreadsheets and GraphsIn this task the boss will show a spreadsheet or graph as part of their presentation. The player needs to circle the floor or inconsistency in what the boss is showing. Typically a number will not add up or there may be a spelling error.

On Wii and DS the player uses the WiiMote and Stylus respectively to circle the inconstancy. On computer the player can simply click on the inconsistency using the mouse.

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22.0 Player AnimationsAnimations performed by the player come under the following categories:

Idle Animations Action Animations Item Animations Response Animations

22.1 Idle AnimationsIdle animations are animations the player performs when idle.

22.2 List of Idle Animations

Animation Estimated Length (secs)

Description

Idle 1 0 Stand stillIdle 2 0.5 Scratch headIdle 3 0.5 Brush self offIdle 4 1 StretchIdle 5 1 YawnIdle 6 0.5 Check Watch

22.3 Action AnimationsAction animations are animations the player performs when performing an ACTION.

22.4 List of Action Animations

Animation Estimated Length (secs)

Description

Sleeping 5 The player sits down on their chair (1 sec) and begins to sleep (3 secs), with their head right back and mouth opening and closing as they snore (exaggerated). The player then wakes up and quickly stands and stretches (1 sec).

Drinking Coffee 0.5 Puts cup up to mouth and takes one gulp then lowers hand/cup back to resting position.

Opening Cupboard 0.25 Uses both hands to open both doors.

Delivering Object 0.25 Hands over object with same hand holding it.

Searching through Level Component

0.5 Uses hands to rummage through level component, player looks down at what they are searching through.

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Opening Door 0.25 Uses right hand to open door.Answering Phone 0.5 Uses right hand to pick up

phone and hold it to ear.Accessing PC 0.5 Sit down at PC.Get up from PC 0.5 Stand up off PC chair.Gossiping 3 Loop-able animation, player

nods and smiles as co-worker talks. Looks interested.

Picking up an Interactable 0.5 Player bends down and picks up object/item with right hand.

Running/Moving 1 Loop-able running animation.Press Button (eg elevator button)

0.5 Player presses button with right hand.

22.5 Item AnimationsItem animations are animations the player performs when using an ITEM.

22.6 List of Item Animations

Item Used/Animation Estimated Length (secs)

Description

Laxatives 2 Player looks around from side to side to check if the coast is clear before dropping tablet into coffee mug, looks cheeky. Tablet needs to be clearly visible in player’s hand so it’s obvious what is going on (large tablet).

Poison 2 Same as above but using a liquid dropper to drop 2 drops into water cooler.

Rubber Spider 2 Same as above but opens desk draw and drops rubber spider inside.

Computer Virus 2 Same as above but puts USB key into Computer Admin’s computer.

Super Glue 2 Same as above but player wipes/paints glue onto phone then puts it back.

Scissors 1 Grabs hair from behind and snips a big chunk off in one motion. Big smile on player’s face.

Boots 2 Grabs calculator, throws it on the ground and stamps on it with a big wind up before grinding it into the ground. Big smile on player’s face.

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Stapler 1 Player grabs tie and yanks it towards desk with left hand and staples it to the desk with right hand. Quick, one motion.

Rubber Chicken 2 Player hits boss over the head, using chicken like a club. Hits head 3 times.

Letter Opener 1 Player quickly and forcefully shoves letter opener into boss’s eye in one motion.

Fountain Pen 2 The player makes 3 jabs into the boss’s heart with the pen, leaving the pen inside him after the 3rd jab.

Elastic Band 3 Player puts left index finger inside elastic band and pulls it right back with his right hand, pauses briefly (hands shake from tension) then lets go. Elastic band flies into boss’s eye.

Cricket Bat 2 Player swings bat like a club and hits boss over the head from behind.

Katana 2 Player quickly and swiftly swings katana and chops off boss’s head. Pauses briefly in pose once swing is complete.

Rail Gun 3 Charges up gun, gun shakes as it charges (2 seconds) then fires. Incinerating the boss. Player pauses briefly after shot is fired.

22.7 Response AnimationsResponse animations are animations the player makes in response to something (eg: finishing a task).

22.8 List of Response Animations

Animation Estimated Length (secs)

Description

Complete Task 1 Player gives big thumbs up and grins, looks towards actual player.

Fail Task/Earn Demerit 1 Player looks guilty, “Oops” like expression.

Finish Office 4 Player bows graciously 3 times before smiling and waving (facing straight ahead/looking at actual player). Flowers thrown onto screen.

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Caffeine Attack 1.5 Player is wide eyed, pulls at hair and shakes head from side to side extremely fast.

Wet Pants 1.5 Player winces, a wet patch grows on their crotch and they look embarrassed/red faced.

Fall Asleep 1.5 Player collapses in a heap head first on the floor before waking up and rubbing head.

Perform Disable (after Item Animation has played).

1 Player laughs, looks proud (hands on hips).

Find Item 1 Player triumphantly holds item up in the air.

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23.0 AI and Co-Worker BehaviorAI will be limited to non-existent in the Office Wars prototype. Co-workers will not wonder around the office but instead appear in a specific place around the level in order to be interacted with eg: co-workers who wish to gossip will appear at the water cooler, they won’t walk there themselves. Co-workers who have been disabled or defeated will play their animation (eg: tie being stapled to a desk) and then flash off screen.

23.1 Co-Worker Animations/Idle BehaviorCo-workers in the office will be shown typing at their desk, answering their phones etc in order to add a believable ambience and activity to each office. Each idle animation is chosen and performed at random.

23.2 List of Co-Worker Animations/Idle Behaviors

Animation Estimated Length (secs)

Description

Typing on Keyboard 1 Type on keyboard, loop-able.

Drink from Coffee Mug

1 Drink from mug.

Answer Phone 2 Answer phone and talk briefly.

Stretch 1 Stretch, exaggerated.Scratch Head 1 Scratch head.Yawn 2 Long exaggerated yawn.Fall Asleep and Wake Up

2 Slowly close eyes and lower head, when head reaches desk jump up and look alert.

Sleep / Snore 2 Loop-able animation of co-worker sleeping and snoring loudly, exaggerated.

Play the Drums with Pens on their desk

2 Loop-able animation of co-worker playing drums on desk with pens

Make and Fly a Paper Airplane

3 Look busy, tongue out, make airplane with hands then fly it.

23.3 Taskmaster/Co-Worker Shared AnimationsAnimations that both TASKMASTERS and co-workers perform.

23.4 List of Taskmaster/Co-Worker Shared Animations

Animation Estimated Length (secs)

Description

Gossip 1 3 Loop-able talking animation.Gossip 2 3 Variation of above.Gossip 3 3 Variation of above, happier, laughter.Gossip 4 3 Variation of above, more hand motions.

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Answer Phone 2 See corresponding animation in 22.2

Drink from Coffee Mug

1 See corresponding animation in 22.2

Typing on Keyboard 1 See corresponding animation in 22.2

23.5 Taskmaster Behavior/ReactionsTaskmasters will stand around tapping their feet, looking at their watch etc and generally looking impatient until their task is completed by the player. Their mannerisms will change depending on how long the player makes them wait for the task to be completed.

Time Left on Task Timer (secs) Taskmaster Animation>30 Idle Animation<30 Impatient Animation<10 Angry Animation

23.6 Taskmaster Disable AnimationsWhen a TASKMASTER is disabled they will play their disable animation then flash off screen.

23.7 List of Taskmaster Disable Animations

Taskmaster Estimated Length (secs)

Description

Accountant 2 Looks down at his broken calculator before dropping to his knees and screaming out “NOOOO!” as he looks up and gestures towards the sky with his hands.

Lawyer 2 Puts her phone to her ear then pauses (0.5 secs), before pulling at the phone 3 times which stretches the skin around her ear. Shown wincing in pain as she pulls.

Secretary 2 Screams out as her hair it cut and turns around quickly (her hair is cut from behind) whilst immediately grabbing the back of her head (0.5 secs). When she realizes her hair has been cut she starts to cry and runs off screen.

Server Administrator

2 Jumps out of his seat and pulls at his hair in shock (1 secs) before frantically typing at his keyboard (to try and fix virus).

Cleaner 2 Looks at his broken mop and lowers his head looking depressed (1 sec). Turns around and slowly walks off with his head lowered.

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Executive 2 Pulls at his tie with his hands and tries to pull away with his body (4 times), choking himself in the process.

Receptionist 2 Takes a drink from the water cooler then pauses (0.5 secs), then realizes the water is poisoned and starts to choke and gag then runs off frantically.

Engineer 2 Opens his desk, pauses (0.5 secs) then jumps up in fright and throws the rubber spider in the air. Runs off with arms flailing in panic.

Intern 2 Takes a drink from his mug before pausing (0.5 secs) then realizing his drink has been spiked with laxatives. Winces in pain, looks like he is trying to hold it in (sweating) before running off looking very uncomfortable.

23.8 Taskmaster AnimationsAnimations that are relevant for all TASKMASTERS. Animations must be made for both male and female characters.

23.9 List of Taskmaster Animations

Animation Mood Stance Estimated Length (secs)

Description

Impatient Annoyed, Agitated Hands on Hips

2 Furrowed brow, taps feat.

Angry 1 Upset Hands on Hips

2 Red faced, steams fumes from ears, looks very angry.

Angry 2 Upset Hands on Hips

2 Red faced, grinds teeth.

Task Complete

Reports and Spreadsheets

Reluctantly Happy Standing 2 Slight smile, nod of approval. Reaches out hand to take object being delivered.

Task Complete

Gossip and Email

As Above As Above

2 As above but don’t reach out with hands.

Task Failed 1

Very Angry Pointing and

Yelling, Arched Back

2 Veins popping out of face, red faced, yelling and screaming at player. Shaking fist.

Task Failed 2

Very Angry Hands on Hips, Arched

2 Stands and glares at player before shaking head angrily.

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BackGive Task Aggressive Only

head shown

1 Speaking on phone patronizingly/ordering player around.

23.10 Individual Taskmaster AnimationsAnimations which are unique to each individual TASKMASTER.

23.11 Accountant Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Normal, busy Standing 2 Presses buttons on calculator intently, tongue out/ thinking

Idle 2 Normal Standing 1 Looks at watch.

23.12 Lawyer Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Normal Standing 2 Answers phone.Idle 2 Normal Standing 1 Looks at watch.

23.13 Secretary Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Posh Standing 2 Swings hair like a model.Idle 2 Busy Standing 3 Does her lipstick in a hand

mirror.

23.14 Server Administrator Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Normal Standing 2 Takes a bite out of a chocolate bar.

Idle 2 Interested Standing 2 Reads comic book.

23.15 Cleaner Animations

Animation Mood Stance Estimated Length

Description

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(secs)Idle 1 Bored Standing 2 Cleans floor, pushes mop up

and down.Idle 2 Tired Standing 1 Wipes brow.

23.16 Executive Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Sly Standing 4 Uses a lighter to light a note of money, then uses the note to light a cigar which he takes a puff out of.

Idle 2 Sly Standing 3 Pulls out a wad of cash and counts it / flicks through it. Grins.

23.17 Receptionist Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Normal Standing 2 Reads bookIdle 2 Normal Standing 2 Takes a bite out of an apple,

chews.

23.18 Engineer Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Normal Standing 3 Takes out a tape measure and measures a desk.

Idle 2 Normal Standing 3 Unfolds and reads blueprints.

23.19 Intern Animations

Animation Mood Stance Estimated Length (secs)

Description

Idle 1 Happy Standing 2 Looks around himself in wonder /excitement

Idle 2 Busy Standing 1 Writes intently on notepad, tongue out / thinking.

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24.0 Other Animations Level Component Animations Miscellaneous Animations

24.1 Level Component AnimationsLevel component animations are animations that level components perform

24.2 List of Level Component Animations

Level Component Length (secs) DescriptionPrinter Printing 0.5 Paper rolls out at steady rate from

printer onto paper tray.Printer Runs out of Paper 0.25 Loop-able, red light flashes on printerPrinter Runs out of Ink 0.25 Loop-able, yellow light flashes on

printerPaper Shredder 0.5 Paper goes into top of shredder and

comes out in 10 shredded strips.

24.3 Miscellaneous Animations

Animation Length (secs) DescriptionDemerit Star Popup 0.25 Demerit star pops out from centre of

empty star into a fully sized filled star.Task Acquisition 0.25 Post-it note flashes onto screen in

corresponding spot.Task Failure 1 Big red cross appears over Post-it note,

note then flashes off screen.Task Completion 1 Big green tick appears over Post-it

note, note then flashes off screenEvent Occurs 1 Event’s name is flashed onto screen in

big font (covers screen).Head-to-Head View 4 Shows the player and boss’s avatars

slide across screen in a fighting game like face off screen (see 19.2 Head to Head View).

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25.0 ProgressionAs the game progresses, the offices become harder, the co-workers tougher and more tasks are active at the one time.

25.1 DifficultyAs the game progresses and as the player moves up each floor of the office building the difficulty will increase accordingly.

Ways in which the difficulty can increase are: More co-workers. Harder co-workers become more common (eg: more executives). Only 1 Printer. Only 1 Stationary Cupboard. The office layout becomes less convenient and or more spaced out, meaning

things are harder to get to. Hindrance rates are increased (See 24.0 Hindrances)

25.2 Added ComponentsMore components are added into each office as the game progresses. Compulsory components will be in each office from start to finish (see section 17.0 Level Components) but components such as the coffee machine won’t be added until later into the game, when the player has worked his/her way up to a level of the building which is good enough to warrant one.

This will mean that only limited functionality is available to the player initially and is added in as the game progresses, resulting in a steady learning curve for the player.

25.3 Change in Scenery/Office SpaceOffices will change in appearance as the player moves up the corporate ladder. The offices will begin very simple and cramped in layout, with terrible to average furniture and equipment. As the game progresses the offices will become more spacious and grand looking, with bigger desks, bigger computer screens etc.

Visually the idea of moving up the skyscraper will be represented by the view shown outside each office window, with each level showing the player being higher up from the ground.

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26.0 HindrancesThere are several hindrances in the game which are put in place to make tasks harder as the game progresses. Each office has a fixed HINDRANCE CHANCE depending on its difficulty which is calculated every 15 seconds (see 25.0 Offices/Levels for a list of offices and their respective HINDRANCE CHANCE). For example the first office has a 10% HINDRANCE CHANCE rate, meaning that every 15 seconds there is a 10% chance that the toilet will be engaged or the printer will run out of ink or paper. Hindrances rates are calculated individually for each component, meaning that it is possible for the toilet to be engaged and the printer to run out of ink and or paper at the same time.

26.1 List of Hindrances Toilet Becoming Engaged. Printer Running Out of Ink Printer Running Out of Paper

26.2 Toilet Becoming EngagedWhen the toilet is engaged the player cannot go to the toilet. Each time the toilet becomes engaged it will remain so for 5 seconds.

26.3 Printer Running out of InkWhen the printer runs out of ink it needs to be refilled by going to the stationary cupboard, the printer will not refill itself.

26.4 Printer Running out of PaperWhen the printer runs out of paper it needs to be refilled by going to the stationary cupboard, the printer will not reload itself.

26.5 Hindrance IconsWhen a hindrance occurs to the printer, an icon is shown hovering and flashing above it. There is a specific icon for when the printer runs out of ink and paper. In the event that it runs out of both ink and paper then both icons are shown.

When the toilet becomes engaged a sign is shown hanging from the door knob.

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27.0 Offices/LevelsA list of office names and descriptions are shown bellow

Level Name Description Co-Workers Extra Components

Hindrance Chance

1 ‘The Ant Colony’

A run down office in the skyscraper’s basement, very poor ventilation, furniture etc. Cracks on the walls, looks hot and stuffy. Dirty. A single broken ceiling fan.

Receptionists Cleaners

None 10%

2 ‘The Sweat Factory’

Very plain and standard looking. Cramped cubicles, poor ventilation. Sad and drab (whites/grays). Small CRT computer screens, tiny desks. A few cracks on the ceiling. A single ceiling fan.

Receptionists Cleaners Interns

None 10%

3 Pretty much the same as level 2, however a little more spacious, better ventilated and there is a coffee machine. 2 ceiling fans.

Receptionists Cleaners Interns

Coffee Machine

20%

4 Small LCD computer screens, some

Receptionists Secretaries Interns

Coffee Machine

20%

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windows with a decent view. 4 ceiling fans.

5 Looks relatively modern, lots of glass, couches, air conditioned, pretty good view out the windows.

Receptionists Accountants Secretaries Interns

Coffee Machine

30%

6 Spacious, modern looking, some artwork on the walls. Large LCD screens, good view out the windows. Air conditioned

Receptionists Accountants Secretaries Cleaners

Coffee Machine, Paper Shredder

30%

7 Receptionists Accountants Cleaners Engineers

Coffee Machine, Paper Shredder

40%

8 Receptionists Accountants Cleaners Secretaries Engineers

Coffee Machine, Paper Shredder, Extra Printer

40%

910

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28.0 Task Completion Rate Per Office (average)The following graph shows the average tasks required to be completed per office (represented in tasks per minute). These figures do not take into account skill bonuses.

28.1 Average Time Spent Per TaskThe following graph shows the average time spent per task in each office. These figures do not take into account skill bonuses.

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29.0 Currency Completing MAIN TASKS earns money represented in DOLLARS. Money is used to purchase items which will automatically be generated and sent to the reception desk where they can be picked up by the player.

29.1 List of Currency EarnedThe amount of currency earned per task is dependant on how quickly the player completes the specific task.

Time Remaining on Task (secs)

Currency Earned (dollars)

>30 200<30 100<10 50

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30.0 EventsPerforming a number of tasks in a row successfully can cause an EVENT to trigger. These will result in brief bonuses to the player (eg to their stats) or have negative effects on co-workers.

30.1 List of EventsEvent Description Duration (secs) Outcome

Server Crash

The server crashes, causing mass panic amongst employees, they run from side to side across the screen as red alarm lights flash.

10 All Taskmasters are temporarily disabled and will stop giving out tasks. The player’s task queue will be cleared

Promotion The player’s fantastic productivity has seen his/her pay rate increase temporarily.

30 The player temporarily earns double the amount of currency for completing tasks.

Clean Record

The company records have been wiped, causing all recent recordings to be permanently lost.

N/A The player permanently loses 1 DEMERIT STAR (if they have any).

Lucky Streak

The player is experiencing a lucky streak, nothing seems to be hindering their progress.

30 The hindrance chance temporarily drops to 0%.

Morale Boost

A sudden boost in morale sees a brief increase in productivity

30 The player temporarily gains a +2 skill bonus to all skills

30.2 Probability of an Event OccurringThe probability of an EVENT occurring is calculated every time the player completes a MAIN TASK. If it is determined that an EVENT will happen then one is chosen at random from the events list.

The probability of an event occurring is dependant on how many tasks the player has completed in a row without fail or earning DEMERIT. The more tasks they complete the higher the probability becomes.

30.3 List of Probabilities

Number of Tasks Completed in a Row

Probability of an Event Occurring

1 0%2 0%3 10%4 20%5 30%6 40%

7, 8, 9 etc 50%

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30.4 Firing an EventIf it is calculated that an EVENT will occur then it will happen immediately. The name of the EVENT covers the screen for 1 second and will then be displayed under the player’s DEMERIT bar whilst it is active.

30.5 Resetting Event ProbabilityIf the player earns any DEMERIT STARS, whether it be from failing a MAIN or MANAGERIAL TASK then their task chain will be brought back to 0. Likewise when an event fires and completes the task chain is brought back to 0, even if the player continues to successfully complete tasks during this time.

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31.0 Sounds and Sound EffectsSound effects are included for almost all elements in the game.

Sounds come under the following categories: Ambient Sounds Alert Sounds Action Sounds Item Sounds Level Component Sounds Task Master Sounds Disable Sounds Misc Sounds

31.1 Ambient SoundsAmbient sounds are sounds that play in the background to create the illusion of a living office.

31.2 List of Ambient Sounds

Sound Estimated Length (secs)

Description

Typing 1 0.5 Sound of typing.Typing 2 0.5 Another typing sound.Typing 3 0.5 A third typing sound.Chatter 1 1 Sound of talking, indiscriminate.Chatter 2 1 Variation of above.Elevator Arrives 0.25 Ding sound.Elevator Door Opens

0.25 Sound of heavy sliding doors opening.

Elevator Door Closes

0.25 Sound of heavy sliding doors closing.

Phone Rings 0.5 Phone rings, less recognizable/loud as when the player’s phone rings.

Coughing 1 0.5 Sound of someone coughing twice in succession.

Coughing 2 0.25 Sound of someone coughing once.Drinking 0.5 Sound of gulping/drinking coffee.Co-Worker Answers Phone

0.5 Sound of picking up phone and greeting (gibberish).

Snoring 1 Loud, slow, exaggerated, 2 breaths.Yawning 0.5 Loud, exaggerated yawn.Play the Drums with Pens on their desk

0.5 Hitting pens on desk, simple beat.

31.3 Alert SoundsAlert sounds are sounds which are used to inform the player of something important happening within the game.

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31.4 List of Alert Sounds

Sound Estimated Length (secs)

Description

Your Phone Rings 1 Sound of phone ringing in 1 second increments, traditional phone ring (recognizable). Needs to be distinctive, different from ambient phone sounds.

Task Acquired 0.5 Sound of sticky post-it note being stuck onto screen.

Task Completed 0.5 Tick sound, similar to a correct response in a game show.

Task Failed 0.5 Fail sound, similar to an incorrect answer in a game show.

Demerit Earned 0.5 Loud stamping noise, star being stamped onto screen

Event Occurs 1 Sound of sirens.Event Ends 1 Sound of sirens winding down,

turning off.Currency Earned 1 Cash register opening and closing.Caffeine Attack 1 Sound of player frantically moving

head around, high pitched and loud groan/scream.

Wet Self 1 Sound of liquid dribbling onto floor and puddle forming.

Fall Asleep 1 Collapse in a heap on ground.Office Begins Whistle blown, similar to when a

sports match begins.Complete Office 3 Mad cheering, standing ovation.Fail Office 1 3 Loud boos, followed by boss

yelling “YOU’RE FIRED!”Fail Office 2 3 Same as above but for female boss.Item Delivered 0.25 Sound of bell at reception desk

being rung.Item Acquired 1 Over the top ‘Da-Da’ like sound.Illegal Action 0.5 Sound of screen shaking.

31.5 Action SoundsAction sounds are sounds that interactables objects/items etc make when interacted with.

31.6 List of Action Sounds

Sound Estimated Length (secs)

Description

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Stationary Cupboard Opening

0.25 Sound of cupboard doors opening.

Stationary Cupboard Closing

0.25 Sound of cupboard doors closing.

Accessing PC 0.5 Take off of Windows or Mac OS starting up.

Using the Toilet 2.5 Sound of toilet door opening and closing (0.25 secs) followed by a steady stream of liquid hitting the toilet (1.5 secs), the toilet flushing (0.5 secs) and the toilet door opening and closing again (0.25 secs)

Drinking Coffee 1 Sound of gulping drink followed by a relieving/refreshed ‘Ahhh.’

Sleeping 5 Lullaby sounds and snoring for 4 secs followed by 1 sec of the player waking up, yawning. Comical, exaggerated.

Opening Desk 0.25 Desk draw opening.Rummaging inside things 1

0.5 Sound of searching through paper/rubbish.

Rummaging inside things 2

0.5 Another sound of searching through things.

Running 0.25 Loop-able sound of player runningPick Up Interactable 0.5 Sound of picking up an object.

31.7 Item SoundsItem sounds are sounds ITEMS make when used

31.8 List of Item Sounds

Sound Estimated Length (secs)

Description

Stapler 1 Sound of stapling a tie to a desk. Powerful

Scissors 0.5 Sound of one snip of a chunk of hair.

Boots 1 One crunching stamp on a calculator, crushing it.

Super Glue 1 Wiping glue onto a phone.Poison 1 Poisoning the water cooler, sound

of the water cooler bubbling fast (boiling).

Letter Opener 0.5 Sound of letter opener stabbing someone in the eye, bloody, over the top

Rubber Chicken 1 Sound of rubber hitting head,

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squeaks when it hits, comicalFountain Pen 0.5 Sound of pen stabbing boss in heart,

squishy, bloody.Katana 1 Sound of Katana swiftly and cleanly

slicing off headRail Gun 2 Sound of gun charging up (1 sec)

then a laser firing (0.5 sec), sound of boss being incinerated (0.5 sec). Comical, over the top.

Cricket Bat 1 Sound of bat swinging and hitting head, comical.

31.9 Level Component SoundsSounds that level components make

31.10 List of Level Component Sounds

Sound Estimated Length (secs)

Description

Printer Printing 1 Sound of printing, loop-able.Printer Loading Paper 1 Sound of printer loading paper.Printer Loading Ink 1 Sound of printer loading ink.Water Cooler 0.5 Water cooler bubbles.Paper Shredder 0.5 Shredding Paper, machine noise,

loop-able.Coffee Machine 1 Sound of coffee machine making

coffee, cup drops and coffee comes out.

31.11 Taskmaster SoundsSounds that TASKMASTERS make.

31.12 List of Taskmaster Sounds

Sound Estimated Length (secs)

Sex Description

Talk on Phone 1 1 M Sound of fast, indiscriminate gibberish, aggressive.

Talk on Phone 2 1 M A variation of the above. Talk on Phone 3 1 F A variation of the above.

Higher pitched.Talk on Phone 4 1 F A variation of the above.

Higher pitched.Tap Feet Softly 1 N/A Sound of Taskmaster tapping

feet a little impatiently.Tap Feet Hard 1 N/A Sound of Taskmaster tapping

feet aggressively and impatiently.

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Grind Teeth 0.5 N/A Grinding teeth angrily.Ears Steaming 0.5 N/A Sound of ears steaming from

anger/ kettle boiling sound.Task Complete Sound 1

0.5 M Reluctant praise / clapping.

Task Complete Sound 2

0.5 F Variation of the above.

Task Failed Sound 1 0.5 M Angry, indiscriminate, loud abuse.

Task Failed Sound 2 0.5 M Variation of the aboveTask Failed Sound 3 0.5 F Variation of the above, higher

pitched.Task Failed Sound 4 0.5 F Variation of the above, higher

pitched.Boss Presentation Confident 1

10 M Boss giving presentation, confident, proud, smug, gibberish. Pauses in-between sentences (pause roughly every 2.5-3 seconds)

Boss Presentation Confident 2

10 M Variation of the above.

Boss Presentation Confident 3

10 F Variation of above, higher pitched.

Boss Presentation Confident 4

10 F Variation of the above, higher pitched.

Boss Presentation Nervous 1

10 M Boss giving presentation, nervous, stutters, gibberish. Pauses in-between sentences (pause roughly every 2.5-3 seconds)

Boss Presentation Nervous 2

10 M Variation of the above

Boss Presentation Nervous 3

10 F Variation of the above, higher pitched.

Boss Presentation Nervous 4

10 F Variation of the above, higher pitched.

Boss Presentation Angry 1

10 M Boss giving presentation, angry, annoyed gibberish. Pauses in-between sentences (pause roughly every 2.5-3 seconds).

Boss Presentation Angry 2

10 M Variation of above.

Boss Presentation Angry 3

10 F Variation of above, higher pitched.

Boss Presentation Angry 4

10 F Variation of above, higher pitched.

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31.13 Disable SoundsSounds TASKMASTERS make when they are disabled.

31.14 List of Disable Sounds

Sound Estimated Length (secs)

Sex Description

Accountant Disabled 2 M Drops to ground, loud exaggerated “NOOO.”

Lawyer Disabled 2 F Pulls at phone stuck to her ear, ripping like sound, exaggerated.

Secretary Disabled 2 F Crying. Server Administrator Disabled

2 M Scream in disbelief/shock, frantic typing.

Cleaner Disabled 2 M Mopey, depressed moan.Executive Disabled 2 M Struggling, pulling, choking.Receptionist Disabled 2 F Choking, frantic running away.Engineer Disabled 2 M Short Shriek, running off

frantically.Intern Disabled 2 M Wincing, frantic running away.

31.15 List of Miscellaneous Sounds

Sound Estimated Length (secs)

Description

Press level up button 0.25 Press button.Pull down level up lever

0.5 Pull down lever.

Skill Points Remaining / Spent counters tick over on level up panel

0.5 Sound of counter ticking over.

Press reset button on level up panel

0.5 Sound of button being pressed and all counters resetting at once (6 counters resetting).

Booing 2 Sound of crowd booing.Cheering / Clapping 1 2 Sound of crowd cheering.Cheering / Clapping 2 2 Variation of above.Head-to-Head View 1 Sound of character’s avatars wiping

quickly across the screen/ face off sound, sound of swords clashing.

Beginning of a Boss Battle

0.5 Bell dinging twice in same manner as when a boxing match begins.

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32.0 MusicMusic in Office Wars should be quirky, elevator like music. A bit of a jazz and some random changes in pace would also complement the game’s comical sense of humor. It should be the kind of music that can appeal to a wide demographic, since the game is going for a casual audience.

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33.0 GlossaryDefinitions of terms

Actions Action Delay

Taskmasters Task Rate

Avatar Task Timers Battle View Wrecking the Boss Boss Battles Boss Items Bosses Chat Meter Co-Workers Delivering Demerit Stars Disabling Email View Energy Events Gameplay View Head-to-Head View Hindrances Illegal Actions Interactables Items Level Components Level Up View Main Tasks Main/Home Screen Managerial Tasks Meta Tasks Multitask Non Playable Area Objects Office PC View Penalties Playable Area Presentation

Sequence Retrieving Skills Spreadsheet View Status Bars

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ActionsActions are anything that the player can perform in the game, eg: retrieving paper from the printer is an action, using your PC is an action etc.

Action DelayAction Delay is the delay in time it takes between queuing an action and when it is performed due to the need of the player to first move over to the interactable being interacted with. An example of this is when the player is at the stationary cupboard and clicks on their phone. The player’s avatar will first move over to the phone before picking it up. The time delay between the player clicking on the phone and the phone being picked up is the action delay.

AvatarThe Avatar is the visual representation of the player on screen and what they use to interact within the game.

Battle ViewBattle View is the combat view the player sees when they fight their boss.

Boss BattlesBoss Battles are battles at the end of each stage when the player fights his/her boss.

Boss ItemsBoss Items are items the player uses to defeat bosses.

BossesDefeating the boss is the primary goal (meta goal) of each level and there is one in every office.

Chat MetersThe chat meter is the meter that shows co-worker satisfaction when performing a gossip task.

Co-WorkersCo-workers are fellow employees in the office.

DeliveringDelivering is the process of giving an item/object to an interactable. Delivering a report to a taskmaster is an example of delivering

Demerit StarsDemerit stars are penalties associated with failing either a managerial or main task. If the player earns 3 stars then they will fail the office.

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DisablingDisabling is the process of taking out a taskmaster for a short period of time, preventing them from handing out new main tasks. Items are required in order to perform a disable.

Email ViewEmail View is the perspective the player sees when performing an email task.

EnergyEnergy is the measurement used to calculate how lively the player feels. Energy is proportional to the player’s movement speed. If the player has no energy then they will fall asleep, but if they have too much then they have a caffeine attack. Energy is represented on the player’s energy bar.

EventsEvents are occurrences in the game where something will happen affecting something in the office either positively or negatively. A server crash is an example of an event.

Gameplay ViewThe Gameplay View is the main view in the game, it is the view the player sees when he/she is playing the game and controlling their character within an office.

Head-to-Head ViewThis is the first view seen when the player encounters a boss. It is a view showing the player facing off against the boss in a fighting game like preview.

HindrancesHindrances are obstacles in the game that make the process of completing main and managerial tasks harder. An example of a hindrance is when the toilet is engaged.

Ilegal ActionsIllegal actions are actions which cannot be performed at a specific moment in time. An example of an illegal action is when the player tries to answer their phone when they already have a full task queue.

InteractablesInteractables are things within the game that the player can interact with. Items, objects, taskmasters and level components are all examples of interactables.

ItemsItems are interactables that can be used to disable co-workers

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Level ComponentsLevel Components are devices/furniture that make up the office, such as the water cooler, the coffee machine, the player’s desk etc. These can all be interacted with unless otherwise noted.

Level Up ViewThis is the view the player sees when they level up their character by spending skill points.

Main TasksMain Tasks are tasks handed out by taskmasters. Reporting is an example of a main task.

Main/Home ScreenThe main menu for the game. This screen allows the player to begin a new game, load a game, read about Wagglemax and access video/sound etc settings. This screen is represented as the Wagglemax homepage.

Managerial TasksManagerial Tasks are simply things that the player needs to take care of in order to avoid losing. Sleeping, using the toilet and drinking coffee are all managerial tasks.

Meta GoalThe Metal Goal is the overall objective of each level and the game, to defeat the boss on each level and finally the CEO.

MultitaskThe process of completing one or more tasks at the one time.

Non-Playable AreaThis is the area of the player’s screen, measured from each edge of the screen 50 pixels in which is displayed as the frame of a computer monitor. The Non-Playable Area is always visible

ObjectsObjects are things within the game that can be picked up and used by the player but not in the same way as items (can’t be used to disable). Paper from the printer is an example of an object.

OfficeAn Office is a level within the game. The game is made up of a series of offices, one on each floor of Wagglemax.

PC ViewPC View is the perspective seen by the player when they access their PC.

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Penalties The player will suffer Penalties when they fail a main or managerial task. Demerit is the visual representation of a penalty.

Playable AreaThis is the area of the screen which encompasses all but 50 pixels in from each edge of the screen. This area displays all the major views (Gameplay View, Email View, Spreadsheet View, Battle View etc).

Presentation SequenceA Presentation Sequence is a sequence within a Boss Battle. The Boss Battle is made up of many Presentation Sequences.

RetrievingRetrieving is an action where the player gathers either an item or an object from an interactable. An example of retrieving is when the player takes paper from the stationary cupboard.

SkillsSkills are traits that the player puts points in as they level up. Each skill relates to one main task within the game. Powerdressing, Geekiness and Laziness are all examples of skills.

Spreadsheet ViewSpreadsheet View is the perspective the player sees when performing a spreadsheet task.

Status BarsStatus Bars are the bars that display the player’s energy and bladder ratings.

TaskmastersTaskmasters are co-workers who hand out main tasks within the game.

Task RateThe Task Rate is the rate at which tasks are handed out by Task Masters.

Task TimerThe Task Timer is the time limit associated with each individual task. If the timer reaches 0 then the player loses a demerit point.

Wrecking the BossThis is the process of correctly pointing out floors within the boss’s presentation during a Boss Battle in order to humiliate him/her.

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33.0 Flowchart of Terms and Relationships Interactables Tasks

33.1 Interactables

Interactables

Objects Level Components Items Taskmasters

Paper, Ink cartridge etc

Printer, PC, Phone etc

Pen, Scissors, Letter opener etc

Secretary, Boss, Accountant etc

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33.2 Tasks

Tasks

Main Tasks Managerial Tasks

Sleeping Drinking Coffee

Using the Toilet

This is dependant on the Ingenuity skill.

This is dependant on the Laziness skill and will up your Energy Bar.

This will lower your Bladder Bar.

This will up your Energy and Bladder Bars.

This is dependant on the Geekiness skill.

This is dependant on the Powerdressing skill.

This is dependant on the Stealth skill.

Reports EmailsSpreadsheetsGossip

These tasks are given by Taskmasters.

These tasks are always active.