game design docgambit.mit.edu/updates/gdd.pdfenemies 2 4 6 8 10 area altered 1x1 3x3 5x5 7x7 9x9 if...
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Team6GameDesignDocument(7‐30‐2009)
Contents
• Introduction……………………………………………………………………...............2
o HighConcept
o Objectives
o Story
o Setup
• Mechanics………………………………………………………..………………….3
o PlayerMechanics
o AIPlayerSpecificMechanics
o EnemyMechanics
• HealthBars…………………………………………………………………………………..5
• AlteredLandscapeSystem…………………………………………………………....5
• Screens……………………………………………………………………………………..….6
o MainMenu
o PauseMenu
o OptionsMenu
o LevelSelect/Achievements
o WinScreen/Achievements
o OtherScreens
• Story…………………………………………………………………….……………………….9
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o Overview
o GameIntroduction
o Instructions
• FutureDesignConcerns………………………………………………………………11
o Thoughts
o ThingsIThinkCouldBeCut
o ThingsChanged/Cut
Introduction
HighConcept:
Creaturesofancientlegendhavemysteriouslyreemergedandaresuckingawaythetriballand’swatersupply.AhumanandAIplayertakeontheroleoftribalshamanswhoknowthatinordertosavethe
planet,theymustenticethesecreaturesintochasingthem,andtrickthemintocollidingtogether.
Objectives:
• Playersenticeenemiesbyproximityintochasingthem.
• Forceenemiestocollideintoeachothertotakebackearth’sstolenwater.
Setup:
• Twoplayersinhabitamazewhichisfilledwithanevenamountofenemies.
• Top‐downperspective.
• Cameraisstationaryandshowsentiremaze.
• 800x600.Allowforfull‐screen/resizablescreen.
• Includeaborderaroundthemazewhichis12pixelsthick.
• Ontherightsideofthescreenisa200pixelthickmarginswhichholdUIobjects.
• Objectsinthemazecanbeatmost64x64pixels.
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Showsborder,UI,andobjectsinmaze.Theartstyleismeanttoresemblefiguresandstoriesonascroll.
Mechanics
PlayerMechanics:
• Idle:Nobuttonsarepressedandtheplayerstaysinplace.
• Move:Humanplayerscanmovein4directionsinrealtimewhilethecorrespondingbuttonsare
pressed.Pressingakeywalksaplayerfromonegridspacetoanother.Playersmaynotwalkthroughwallsbutmovementinanyotherdirectionisnotimpededbycollidingwithawall.
• TakeDamage:Playerstakedamagewhiletheyarecollidingwithanenemy.Playersdonotrecoverhealthwhentheycrashenemies.Playersstoptakingdamagewhentheymoveaway
fromanenemy.
• Die:Playerswilldieiftheirrunshealthout.
Actions Keys (Default) Stay no arrows are pressed
Run in any Direction (1P)
or in1Pmode
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Run in any Direction (2P)
Pause / Go Back in menu navigation
Confirm / Go Forward in menu navigation
or
Navigate any menu
or or (Mouse control)
AIPlayerSpecificMechanics:
• AIPlayerusessameverbsetashumanplayer
• AIplayerdecides:
o Whethertomeetwithhumanplayerandattempttocollideenemies
o Wheretomeethumanplayersandhowtogetthere
EnemyMechanics:
• Idle:Ifnoplayerisavailabletochase,anenemywillstayinplace.
• Agitated:Whentheplayerfirstapproachesanenemy,itmakesagarglingnoise,andmovesitstentaclesquicker.
• Chase:Afteraplayeragitatesanenemyandmovingawayfromit,thatenemywillrelentlessly
chasetheplayer.Ifaplayeralreadyhasanenemychasinghim,theenemieswillformatailandchasetheplayer.
• DamagePlayer:Ifanenemycollideswiththeplayerit’schasing,theenemytailwillstopmovingandwilldamagethatplayer.Enemieswillresumechasingaplayerwhentheplayer
beginstomoveagain.
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• GetDestroyed:Enemiesdestroyeachotherata1:1ratiowhentheycollidewitheachother.Onlyenemieswhoarechasingtwodifferentplayerscandestroyeachother.
• Splash:Afterenemiescollide,thewaterthey’vestolensplashesout.Ifmanyenemiescollidein
rapidsuccession,eachfollowingsplashislargerthanthelastandalargerareaisgreenified.
HealthBars
• Locatedontheleftsideofthescreen
• Healthsignificantlydecreaseswhentheplayeriscollidingwithanyenemy
• Playersstartthenextlevelwith100%health.
• Whenplayersdiethelevelrestartswithbothplayersat100%health
• Themeter’seyedbecomesX’swhenthecorrespondingplayerdies
• Thewaterbugsfillupasthehealthbarsdrain
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AlteredLandscapeSystem Afterenemiescollide,thewaterthey’vestolensplashesout.Ifmanyenemiescollideinrapidsuccession,eachfollowingsplashislargerthanthelast.Afterthewaterdisappearsthenearby
landscapebecomesmorecolorful/blossoms.
Onlytheareaaroundthesplashzoneisbeautified
Enemies 2 4 6 8 10AreaAltered 1x1 3x3 5x5 7x7 9x9
Ifthesameareaisbeautifiedagainflowersareimplantedtomakethegreenerylookdenserinthatarea.Afterthelevelends,givetheplayerstimetoappreciatethebeautifiedlandscape.
Screens
Allscreensexistonagiantscroll.Choosinganoptionscrollsthescreen.
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Scrolllayout.
Mapstheflowofmenus
Beforeanoptionisselected,thecharactersruninplace.Afteranoptionisselected,theenemiescollide.
MainMenu
• 1Plevels:Takestheplayertolevelsmeantfor1PandAI.
• 2Plevels:Takesplayerstolevelsmeantfor2humanplayers.
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• Options:Takesplayerstooptionsscreen.
• Credits:Takesplayerstocreditsscreen.
PauseMenu
Whenthegameispaused,allactiononscreenstops.Alotofthepausemenuisdedicatedtoshowinginstructionsorpertinentinformation.Therearealsobuttonsto:
• Resume:Takesplayersbacktogame.Shouldalsobedonebypressingescape(Esc)on
keyboard.Forconsistency,alwaysputtheResumebuttoninthebottomleftcorner.
• Options:Takesplayerstooptionsscreen.
• MainMenu:Takesplayerstooptionsscreen.
OptionsMenu
Theoptionsmenucouldbethesamesizeasthepausemenu.Accessingthismenufromthemainmenu
canonlybringtheplayerbacktothemainmenuwhenresumeispressed.Accessingthismenufromthepausemenucanonlybringtheplaywhenresumeispressed.Theoptionsmenucontains:
• Resume:Takesplayersbacktopreviousscreen.Shouldalsobedonebypressingescape(Esc)onkeyboard.Forconsistency,alwaysputtheResumebuttoninthebottomleftcorner.
• Music:Barallowingmusicvolumetobeadjusted.
• SFX:BarallowingSFXvolumetobeadjusted.
• KeyConfigurations:Allowsplayerstochoosefrompre‐chosenkeyconfigurations.
Ontheleftisthepausescreen.Ontherightistheoptionsmenu.
StageSelect
Stagesbecomeunlockedasplayersbeatpreviousstages.Ifalevelisunavailableanarrowwhichnavigatestothatlevelisgrayed‐out.Achievementsaredisplayedforeachlevel.Ifanachievementis
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unearnedtheachievementiconisdisplayedgrayed‐out.Ifanachievementwaspreviouslyearnedtheiconiscolored.Ifanachievementisimpossible,noiconisdisplayed.
WinScreen
Ifanachievementisearnedduringaroundofplay,theiconanddescriptionappearonthewinscreen.If
anachievementisnotearned,theiconisnotdisplayed.Achievementsareonlyavailablein2Pmode.Theachievementsare:
• TribeSavior:Clearedthestageofenemies.
• WaterGuard:Finishedwithfullhealth.
• BigSmash:Smashedeveryenemyatonce.
Ontheleftisthestageselectscreen.Ontherightisthewinscreen.
OtherScreens
Ontheleftisthelosescreen.Ontherightisthewinallscreen.
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Ontheleftisthelegalscreen.Ontherightisthecredits.
Story Overview:
Thelegendarycreaturesfromthestoriesofthesacredancestorshavereturnedtothetriballandsandareonceagainthreateningtheland’swatersupply.Astheearthgrowsdryandbaron,thetriballand’s
mostreveredshamanspreparetoreclaimtheworld’swateranddrivethesecreaturesoutofthetriballandsbyperformingthesameritualcombatastheancestors.Thesecreaturesareveryfierceandeasilyagitated.Onlyashamanwhopossessesthehighestblessingsoftheancestorsmayhopetoapproach
thesecreatures.
TheunspeakablecreaturesfromthetimeoftheancestorshavereturnedtotheTribalLands.Theywilldrainthelandofitswaterandbringfaminetoourpeople.AlltheTribalLandsanditspeoplewillbecomedustshouldthetribesfailtofollowtheinstructionsleftbytheancestors:
Hieroglyphicstyleartworkonthemainmenutellsthestory.
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Instructions:
1PIntroLevelInstructions:
Textforbottompartoflevel(fitsin576x192) Trigger
Use(ARROWSpicture)tocontrolthe(P1picture)tribalshaman.
Levelstarts
RUN!The(enemypicture)creatureswillsuckthewateroutofyouifyoustop!(arrowpointinglefttohealthbars)PayattentiontoyourHEALTHBARS!
Playermoves
Workwiththe(P2picture)tribalshamantosmashthe(enemypicture)togetherandrestorethewatertotheTribalLands.(Animationofcrashingtogether)
Previoustexthasbeenshownfor3seconds,orbugshavebeensmashed,orplayerdies
Press(Escpicture)toseeinstructionsagainoradjustsettings.
Previoustexthasbeenshownfor3secondsandbugsaresmashed
2PIntroLevelInstructions:
Textfortoppartoflevel(fitsin576x192) TriggerUse(ASDWpicture)tocontrolthe(P1picture)tribalshaman.Use(ARROWSpicture)tocontrolthe(P2picture)tribalshaman.
Levelstarts
Lurethe(enemypicture)watersuckingcreaturesbygettingclosetothem.
Anyplayermoves2squares
RUN!The(enemypicture)creatureswillsuckthewateroutofyouifyoustop!(arrowpointinglefttohealthbars)PayattentiontoyourHEALTHBARS!
Oneplayerisbeingchased
SmashthecreaturestogethertorestorethewatertotheTribalLands. (Animationofcrashingtogether)
Previoustexthasbeenshownfor3seconds,orbothplayersarebeingchased
Press(Escpicture)toseeinstructionsagainoradjustsettings.
Previoustexthasbeenshownfor3secondsandbugsaresmashed
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FutureDesignConcerns Thoughts:
• Levelsshouldbuilduptosomething.
• Ihatescores
• Ihatetimelimits
• WoulditbeunfairtoP2tolosethegamebecauseP1loseshishealth?Onepossiblesolution
couldbethatwhenP1’shealthrunsoutandhegetsdamages,healthbeginstodrainfromP2’smetertwiceasfast.(Reinforcesbondordualitybetweencharacters)Thismightnotbeneeded.
ThingsIThinkCouldBeCut:
• Idon’tknow.Ineedtostartlookingforthings
ThingsChanged/Cut:
• (6‐24‐2009)Formattingofscreenchangedsothatmazeobjectscanbesquare(64x64).GUIis
nowonthesides.
• (6‐25‐2009)Characterselectionscreencut.
• (6‐26‐2009)Enemieswilldestroyeachotheriftheyattempttojoinapursuitatthesametime.
• (7‐6‐2009)Addedpartaboutmainmenuscroll.
• (7‐7‐2009)FortheLevel1Tutorialtoworkproperly,playersmuststartoffwithlittlehealthsothattheycan’twalkpastthefirstpairofenemiestheyencounterandareforcedtocrashthem
together.
• (7‐8‐2009)Playersalwaysstartwithfullhealth.
• (7‐22‐2009)Achievementsadded