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Design Overview Document Created by: Steve Fawkner

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Page 1: Australian Broadcasting Corporation€¦ · Web viewThe main menu UI interface for the game. This screen allows the player to begin a new game, load a game, read about Wagglemax and

Design Overview

Document Created by: Steve FawknerDate: August 6th 2008

© 2008 Infinite Interactive Pty. Ltd.

Page 2: Australian Broadcasting Corporation€¦ · Web viewThe main menu UI interface for the game. This screen allows the player to begin a new game, load a game, read about Wagglemax and

Contents

Page 4: 1.0 Overview 1.1 Platforms 1.2 Timeframe 1.3 Scope 1.4 Goals

Page 5: 2.0 Game Synopsis 2.1 Setting Synopsis

Page 6: 3.0 UI Synopsis 3.1 Main Home Screen 3.2 Gameplay View 3.3 Beginning of an Office/Level 3.4 Between Office/Level Screens

Page 7: 4.0 Player Avatar 4.1 Player Skills 4.2 Gaining Levels 4.3 Skills & Tasks 4.4 Level Titles

Page 8: 4.5 Changes in Appearance

Page 9: 5.0 Main Tasks 5.1 Email 5.2 Sleep 5.3 Report 5.4 Spreadsheets 5.5 Gossip

Page 10: 6.0 Managerial Tasks 6.1 Sleeping 6.2 Using the Toilet 6.3 Drinking Coffee

Page 11: 7.0 Actions 7.1 Disabling 7.2 Sleeping 7.3 Drinking Coffee 7.4 Retrieving

Page 12: 7.5 Delivering 7.6 Accessing PC 7.7 Emailing 7.8 Answering the Phone 7.9 Gossiping 7.10 Using the Toilet 7.11 Using the Shredder 7.12 Printing 7.13 Refilling/Reloading the Printer 7.14 Killing the Boss

Page 13: 8.0 Status Bars 8.1 Energy Bar 8.2 Bladder Bar

Page 14: 9.0 Victory & Defeat 9.1 Penalties 9.2 Demerit Stars 9.3 Failing to Answer the Phone 9.4 Falling Asleep 9.5 Wetting Pants 9.6 Suffering a Caffeine Attack

Page 15: 10.0 Interactables 10.1 Taskmasters and Co-Workers 10.2 Items 10.3 Objects 10.4 List of Objects 10.5 Interactable Level Components 10.6 List of Interactable Level

ComponentsPage 16:

11.0 Items 11.1 Acquiring Items 11.2 Basic Item Types 11.3 Items vs. Bosses 11.4 Special Item Types/Boss Items

Page 17: 12.0 Level Components 12.1 Player 12.2 Toilet

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12.3 Boss 12.4 Your Desk 12.41 Phone

Page 18 12.42 PC 12.43 Chair 12.5 Printers 12.6 Stationary Cupboard 12.7 Reception Desk 12.8 Water Cooler 12.9 Empty Desks 12.10 Desks with Co-Workers 12.11 Coffee Machines 12.12 Paper Shredder

Page 19 13.0 Taskmasters 13.1 List of Taskmasters/Co-

Workers 13.2 Accountant 13.3 Lawyer

Page 20 14.4 Secretary 14.5 Server Administrator 14.6 Cleaner 14.7 Executive 14.8 Receptionist 14.9 Engineer 14.10 Intern 14.11 Boss

Page 21 15.0 Bosses 15.1 Boss Battles 15.2 Head-to-Head View 15.3 Battle View 15.4 Defeating a Boss

Page 23

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 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.

1.4 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) 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)

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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 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).

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 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.

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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 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 approaches reception. Control is then given to the player and the office begins.

3.4 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 points and total score awarded as well as any bonuses. 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.

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).

4.2 Movement SpeedThe player’s movement speed is proportional to their energy bar (see 14.1 Energy Bar). The higher their energy bar, the faster they move.

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4.3 Holding Items and ObjectsThe player may hold ITEMS and OBJECTS. The player may only hold one ITEM at a time. A player may hold two OBJECTS of the same type (eg 2 reports) at once with one in each hand. This allows the player to MULTITASK.

A player may not hold an ITEM and an OBJECT or two different OBJECTS at once.

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

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 nights 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 Mask Allows more time to talk with characters.

“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.

4.6 Graph of Skill Bonuses

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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

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

Each task (the player can have up to 8) has a time-bar 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

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5.2 Task TimerEach individual task has a TASK TIMER associated with it, 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).

5.4 Beginning a Main TaskTasks automatically begin once they are acquired. The TASKMASTER who handed out the task will appear at the necessary location (if required) and the task’s TASK TIMER will begin to countdown. For example:

The player’s phone rings. The player answers the phone. A co-worker tells you they wish to chat. A gossip task is given. The task’s TASK TIMER begins and the co-worker appears at the water

cooler. To complete the task the player needs to click on the co-worker and wait a few

seconds whilst he/she and he co-worker chat. The task is then complete.

5.5 Completing a Main TaskWhen a task is complete the player will earn 50 dollars and the co-worker will fade off the screen. The same co-worker however will 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 it may be re-assigned by a TASKMASTER 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 task

Taskmaster disappears. Gain 1 demerit star

Answer

Complete task Fail Task

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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.

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.

Earn currency

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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 with a short message typed out with one word underlined in red.

6.3 Performing an Email Task The player is required to retype out the underlined word exactly as it is displayed on screen and then click the ‘Send’ button. Once the email is sent the task is complete. On PC, the player can use their real keyboard to type out the message, whilst on Wii and DS the player can use the Wiimote and Stylus respectively to type out the message using the on screen keyboard.

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.

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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 then retrieve both from the printer and deliver them both at the same time.

8.0 SpreadsheetsSpreadsheet tasks involve the player filling in a blank cell on a spreadsheet displayed on their computer screen. The blank cell will be relevant to how many instances there are of an object or thing around the office. For example, one spreadsheet might have a blank cell for the number of desks in the office or the number of plants. The difficulty of a spreadsheet task is dependant on the player’s ingenuity skill rating.

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

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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 in the office. One category however will be blank and it is the player’s task to fill in this value.

8.3 Performing a Spreadsheet TaskThe answer to spreadsheet tasks can be found by looking around the office, inside desks etc and counting how many instances there are of the object or thing in question. The value is then inputted into the spreadsheet using the players keyboard. Once that value is inputted correctly its font will become green, if it is incorrect then it will show up in red. When the value is entered correctly then the spreadsheet will close and the task will be completed.

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, a co-workers or group of co-workers will appear around the water cooler. The player needs to click on each of the co-workers to begin chatting to them.

9.2 Performing a Gossip Task The player needs to chat to each of the co-workers that are at the water cooler to complete the task. When a co-workers is clicked on they will begin talking, this is represented by speech bubbles appearing over their avatars. When they are done

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talking the player can move onto the next co-worker and so on until all the co-workers have been chatted to. Once that happens then the task will be completed

9.3 Multitasking Gossip TasksIt is possible to multi-task as many gossip tasks as you like. As you accept more gossip tasks more and more co-workers will appear at the water cooler. The player may talk to all of them in succession in order to complete multiple gossip tasks at once.

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 Caffiene 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.

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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 instantaneous.

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 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).

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

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Refilling/Reloading the printer Killing the boss

11.1 Flowchart of Chainable Actions

11.2 Action DelayWhen a player clicks on an INTERACABLE (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.

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 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.

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.

11.4 SleepingSleeping at your desk (see 10.1 Sleeping).

Access computer

Print out report

Retrieve report from printer

Hand over report to Taskmaster

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

11.6 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.

11.7 Delivering Delivering is the process of giving an item/object to someone/something. An example of performing a delivering 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:

Delivering paper/ink to the printer. Delivering a report to a taskmaster. Delivering paper to the shredder.

11.8 Accessing PC In order to access the player’s PC the player needs to click on it. Emails, the printer and reports can be accessed from here as well as the Main/Home screen (see 3.1 Main/Home Screen).

11.9 EmailingEmailing can be performed by first accessing the PC. The player sends an email by completing a simple typing task (see 5.1 Main Tasks).

11.10 Answering the PhoneTo answer the phone the player clicks on their phone one it rings. The player is given a limited amount of time to answer the phone. MAIN TASKS are given via the phone.

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

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

11.13 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.

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11.14 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 form time to time and needs to be refilled. To retrieve a printed document from the printer the player needs to click on the printer.

11.15 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

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

12.0 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.

12.1 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.

12.2 PC ViewPC VIEW is the viewpoint the player sees when they access their PC. They will see a zoomed in shot of their monitor with a keyboard below it. PC VIEW will open up to the menu screen with the following links:

Link PurposeHome Return to the Wagglemax homepage (eg

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

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12.3 Beginning a task from the PCTasks are begun 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: ‘Send Email’, ‘Print Report’ etc) is followed, listed from oldest to newest.

For example the player has 2 email tasks, one was assigned by a server administrator and has been active for 30 seconds whilst the other has just been given via the phone by a receptionist. The player follows the ‘Send Email’ link. A submenu will open underneath that link with the task assigned by the Server Administrator at the top of the list followed by the one assigned by the receptionist. The player clicks on the first link and the task begins.

12.4 Using the KeyboardThe keyboard is used to complete emails and spreadsheets. Data inputted for both tasks is done so by using the keyboard. The player can either use their own keyboard to type out the data required on PC or click on the keys required using their mouse (for PC), WiiMote (for Wii) or stylus (DS).

13.0 Status BarsThere are two Status Bars attached to the player: Status Bar Starting

ValueRate of Change

Icon Bar Colour

Energy 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.

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.

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13.2 Bladder BarThe bladder bar begins at zero 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.

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 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

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

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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 2 seconds. The player will be shown collapsing on the floor and then sleeping for 2 seconds 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 3 seconds. The player will be shown wincing in pain as they attempt to hold it in for a second. A wet patch will then appear around their groin and they will look red faced but somewhat relieved. This process will take a further 2 seconds before player control is returned. This costs the player one DEMERIT STAR. 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 3 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.

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

Task Masters/Co-Workers Items Objects Interactable Level Components

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

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Cleaner’s Broom

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

15.6 List of Interactable Level Components Printer Paper Shredder Coffee Machine Phone Computer Chair Stationary Cupboard Toilet Water Cooler

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.

16.1 Acquiring ItemsEvery hundred dollars (see 26.0 Currency) you earn will deliver an ITEM to the Reception Desk, displayed as a package.

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 to alert the player as to how to use it. Only one ITEM will appear there at a time. There is a 25% chance every 15 seconds of it appearing once you have the money. Although there is this random chance of an ITEM appearing, each level will still have a set table of ITEMS that may appear, so that only ITEMS that are relevant to the workers within the office will appear.

16.2 Basic Item Types

Item UsageStapler Staple ties to deskScissors Cut hairBoots Stamp on items (calculator)

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Computer Virus (represented as a USB key / CD)

Send a virus to someone’s computer

Contracts Shred contract.Tack Place on someone’s seat.Poison Poison the water cooler.

16.3 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.

16.4 Special Item Types/Boss Items

Item UsageLaxatives Spike boss’s drinkLetter Opener Stab boss in the eyePenKatana Chop boss’s head offRail Gun Shoot the boss’s head offCricket Bat

17.0 Level ComponentsEach level is made up of a number of simple components.

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

Optional Components: Empty Desks Desks with Co-workers Coffee Machines Paper Shredder

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

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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.

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. It will ring on occasion and it is the player’s primary means of accepting tasks. Failing to answer your phone will result in a half demerit star.

17.42 PCYour PC is located on your desk, it is the player’s primary interface to the rest of the game. You use it in order to answer emails and print out reports. Most tasks involve your PC.

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 24.3 Printer Running out of Ink and 19.4 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.

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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. 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 Empty DesksEmpty desks within the office. The draws of these desks can be searched through

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

17.11 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.

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

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.

18.2 List of Taskmasters/Co-Workers

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 Contracts Shred her legal documents, throw the shreds in the air / roll in

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them.Secretary F 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 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 Neat, Casual

Emails Medium Poison Poison the water cooler

Engineer Plain Reports MediumIntern M Enthusiastic Plain Gossip EasyBoss **** **** **** **** **** **** ****

****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 the player needs to shred her legal documents.

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.

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. To disable a cleaner the player needs to click on the cleaner’s mop when he puts it down in order to break it. No item is required to disable a cleaner.

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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 can be disabled by poisoning the water cooler.

18.10 Engineer

18.11 Intern

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 each 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). Each boss thinks they are a master of a specific puzzle/logical based game and boss battles involve the player taking them on in this game. Should the player win that game then the boss will be defeated.

19.1 Boss BattlesBoss Battles take place once the player has obtained the required BOSS ITEM (see 16.0 Items and 16.3 Items vs. Bosses). When a boss battle takes place 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. Boss Battles take place in the office boardroom with the boss giving a PowerPoint or similar presentation. The player needs to spot and point out floors in the boss’s presentation in order to humiliate him/her to the point that they lose control and become vulnerable. It is at this stage that they can be defeated.

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

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 is identical in layout to the corresponding view in Puzzle Quest, with the player and boss’s avatar on either side of the screen and in-between them the BOSS GAME being played with the player’s current DEMERIT STARS displayed above his/her portrait.

19.4 Defeating a BossA boss is defeated by beating him/her in a boss battle. When a boss is defeated the player’s perspective switches out of BATTLE VIEW and back to GAMEPLAY VIEW (see 3.2 Gameplay View). The player then uses their BOSS ITEM to defeat the boss who is shown comically being killed and dramatically dying.

20.0 List of Bosses

Level Name Title/Position Sex Demeanor Primary Stat/Trait

Tasks Boss Game

Weakness/Item Required to Kill

1 Supervisor Pen2345678910 CEO Railgun

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21.0 Boss GamesBOSS GAMES involve the player taking on their boss in the final sequence of each level. They involve the player outwitting and outsmarting their boss by pointing out floors in his/her presentation to the board.

The boss has a specific number of hit points, and every time he/she is exposed by the player they will lose hitpoints. If the player gives the wrong answer they will lose half a DEMERIT STAR. Any DEMERIT earned during the previous level will carry over to the BOSS BATTLE and the 3 DEMERIT rule still applies at all times (see 14.0 Victory and Defeat).

21.1 Boss Game GameplayBOSS GAMES begin at the start of the board meeting when the boss begins his/her presentation. After a short period of time (typically 10-20 seconds) there will be a pause in the presentation and the player will be presented with a series of responses/corrections to what the boss has said. The player needs to choose the right

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option in order to WRECK THE BOSS. The meeting will continue once the player has given an answer (providing they didn’t earn a 3rd DEMERIT STAR) and there will be another pause in the presentation with the player being presented again with a series of responses.

Each boss has a specific number of hitpoints, every time they are WRECKED by the player they will lose 1 hitpoint. The encounter ends when the player either earns 3 DEMERIT STARS or the boss’s hitpoints drop to 0.

21.1 Boss Game Questions and Responses The played needs to pay attention to what the boss has said during their presentation. Often they will contradict themselves or flat out lie. It is up to the player to take a note of inconsistencies in order to give the correct response. Other examples may involve the boss showing spreadsheets or graphs with incorrect figures and or spelling errors that the player needs to discover and point.

22.0 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.

AI will be required for some boss battles however.

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

23.1 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.

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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)

23.2 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 it is added in at a steady progress, resulting in a nice learning curve for the player.

23.3 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 looking 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.

24.0 HindrancesThere are several hindrances in the game which are put in place to make MAINTASKS 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.

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

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24.2 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.

24.3 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.

24.4 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.

25.0 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.

Receptionists Cleaners

None 10%

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Dirty. A single ceiling fan

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 windows with a decent view. 4 ceiling fans.

Receptionists Secretaries Interns

Coffee Machine

20%

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

Receptionists Accountants Secretaries Cleaners

Coffee Machine, Paper Shredder

30%

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walls. Large LCD screens, good view out the windows. Air conditioned

7 Receptionists Accountants Cleaners Engineers

Coffee Machine, Paper Shredder

40%

8 Receptionists Accountants Cleaners Secretaries Engineers

Coffee Machine, Paper Shredder, Extra Printer

40%

910

25.1 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.

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25.2 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.

26.0 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.

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27.0 Events/DisastersPerforming a number of tasks in a row successfully with high scores 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.

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27.1 List of Events/Disasters

Event OutcomeThe server goes down Causes mass panic amongst employees,

they run from side to side across the screen as red alarm lights flash. This results in a few seconds of relief when tasks will stop and the player can use the bathroom, drink, sleep etc.

28.0 GlossaryDefinitions of terms

Actions Action Delay

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Avatar Battle View Boss Battles Boss Items Bosses Delivering Demerit Stars Disabling Email View Energy Events Gameplay View Head-to-Head

View Hindrances Interactables Items Level

Components Main Tasks Main/Home

Screen Managerial

Tasks Meta Tasks Multitask Objects Office PC View Penalties Retrieving Skills Spreadsheet

View Status Bars Taskmasters Task Rate Task Timer

28.1 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.

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28.2 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.

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

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

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

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

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

28.8 Co-WorkersCo-Workers are another term for describing taskmasters.

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

28.10 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.

28.11 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.

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

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28.13 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.

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

28.15 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.

28.16 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.

28.17 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.

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

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

28.20 Level ComponentsLevel Components are devices/furniture that make up the office, such as the water cooler, the coffee machine, the player’s desk etc.

28.21 Main TasksMain Tasks are tasks handed out by co-workers. Reporting is an example of a main task.

28.22 Main/Home ScreenThe main menu UI interface 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.

28.23 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.

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28.24 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.

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

28.25 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.

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

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

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

28.29 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.

28.30 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.

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

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

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

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

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28.34 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.

29.0 Flowchart of Terms and Relationships Interactables Tasks

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29.1 Interactables

29.2 Tasks

Interactables

Objects Level Components Items Taskmasters

Paper, Ink cartridge etc

Printer, PC, Phone etc

Pen, Scissors, Letter opener etc

Secretary, Boss, Accountant etc

Tasks

Main Tasks Managerial TasksSleeping Drinking

CoffeeUsing 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 Bar.

This is dependant on the Geekiness skill.

This is dependant on the Powerdressing skill.

This is dependant on the Stealth skill.

Reports EmailsSpreadsheetsGossipThese tasks are given by Taskmasters.

These tasks are always active.