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TRANSCRIPT
Version 1 Journey to Neo City Nicholas Stone
Journey to Neo City
Design Document
Version 1 Journey to Neo City Nicholas Stone
CONTENTS
Executive Summary ................................................................................................................................................ 3
Narrative ................................................................................................................................................................. 3
Play Skill Atoms ....................................................................................................................................................... 3
Controls .................................................................................................................................................................. 3
Weapons ................................................................................................................................................................. 4
Pickups .................................................................................................................................................................... 4
Enemies .................................................................................................................................................................. 5
Environmental Elements ........................................................................................................................................ 5
Cinematics/Scripted Events .................................................................................................................................... 7
Level Breakdown .................................................................................................................................................... 8
Flowchart ............................................................................................................................................................ 8
Level Map ........................................................................................................................................................... 9
Light Map .......................................................................................................................................................... 10
First Area – Parklands ....................................................................................................................................... 11
Flowchart – Introduction of elements .......................................................................................................... 11
Map ............................................................................................................................................................... 12
Flow .............................................................................................................................................................. 12
Risk v’s Reward ............................................................................................................................................. 12
Mini-Boss (Stronghold Doors) ........................................................................................................................... 12
Sewers – Environmental Puzzles ...................................................................................................................... 13
FlowChart...................................................................................................................................................... 13
Map ............................................................................................................................................................... 14
Flow .............................................................................................................................................................. 14
Risk v’s Reward ............................................................................................................................................. 14
Stronghold Yard ................................................................................................................................................ 15
Flowchart ...................................................................................................................................................... 15
Map ............................................................................................................................................................... 15
Flow .............................................................................................................................................................. 16
Risk v’s Reward ............................................................................................................................................. 16
Mini-Boss Facility Door ..................................................................................................................................... 16
Facility ............................................................................................................................................................... 17
Flowchart ...................................................................................................................................................... 17
Map ............................................................................................................................................................... 17
Flow .............................................................................................................................................................. 18
Boss – Computer System .................................................................................................................................. 18
Version 1 Journey to Neo City Nicholas Stone
EXECUTIVE SUMMARY
Journey to Neo City is a 2.5D platform shooter designed to be a prequel level for Contra 3. Targeted towards
fans of the series, UT2D Mod uses base mechanics from the contra titles while reintroducing some elements
that haven’t existed since the earlier titles such as natural elements.
NARRATIVE
Journey to Neo City begins in the outskirts of the city as Lance and Bill are making their way into Neo City. The
level begins in the overgrown parklands located to the south of Neo City. After their original transport was
shot down by the aliens there are working their way towards the city while trying to secure a vehicle.
Working their way through the parklands they reach a stronghold but after a battle at its gates they have to
descend into the sewers to find a way past the walls. After trudging through the sewers they escape into the
stronghold and fight their way towards a facility where they combat an alien AI system.
PLAY SKILL ATOMS
AS the level progresses the player will be introduced to each element in a way that unsure the player has
mastered the required ability before they can move forward. These begin with the implementation of no
damage areas, weaker enemies and environmental puzzles before the introduction of instant kill elements.
The skills the player will need to learn are:
Shooting
Jumping
Double Jump
Avoidance
CONTROLS
The control system used is the UT2D mod’s standard control system.
A - moves Left
D - moves Right
Space - jumps
R - reloads
Mouse - controls the aiming radial
Left click - shoots
Mouse wheel - scrolling changes weapon
Version 1 Journey to Neo City Nicholas Stone
WEAPONS
The player will have an infinite amount of ammo for any weapon they have. They will have their weapons reset
to default after each death, so new more powerful weapons are valuable rewards. The weapons implemented
in this level are:
Enforcers
Standard gun
Rapid Secondary Fire
Shock Rifle
Direct beam damage
Minigun
Rapid rate of fire
High level damage
Rocket Launcher
Instant kill weapon
PICKUPS
Journey to Neo City only uses one type of pickup, health pickups. These will heal the player to full health.
Version 1 Journey to Neo City Nicholas Stone
ENEMIES
All standard enemies are the same type of enemy equipped with different types of weapons. Each weapon
type sets how the enemy will react and what they will do.
Runner
The runner has no weapons; instead they just run at the player and deal damage to the player on
passing.
Running Gunner
The running gunner is equipped with an enforcer. They run at the player while shooting straight
ahead.
Sniper
Snipers in the first area are equipped with the enforcer but once in the stronghold they will be
equipped with a rocket launcher that has a slow rate of fire.
Straight Shooter
The straight shooter is equipped with a Minigun. They shoot from one side of the screen to the other
in a straight horizontal line.
Grenade Thrower
The Grenade Thrower is equipped with a grenade. They lob the grenade towards the player.
ENVIRONMENTAL ELEMENTS
TRIPWIRES
Trip wires are the basic traps in the first area. They require the player to jump over them to get past and are
partially obscured by the environment. Detonating on touch they deal damage to the player. The first tripwire
will deal only a small amount of damage increasing to more potent tripwires eventually becoming instant
death elements within the stronghold. This will be conveyed through more explosive barrels beng placed
around the tripwire.
PLATFORMS
Platforms require the player to move vertically, encouraging exploration and advantages to height.
GUARD TOWERS
Guard towers are manned by the Sniper. Beginning as scouting posts they become more formidable once the
snipers are equipped with the rocket launcher. They draw the player’s attention up; indicating awareness is
required across all areas of the screen.
Version 1 Journey to Neo City Nicholas Stone
BARRICADES
Based on the concept of the Middle Tower’s in Contra 3, the barricade is a blocking point for the player.
Guarded by two enemies, it has to be destroyed for the player to continue. Once the player has entered the
stronghold the barricade become stronger taking more damage to destroy.
Enemies
o Straight shooter on top
o Grenade Thrower behind
Shoot until it breaks
ACID TRAPS
Acid Drip
In the sewers are a series of acid based traps. The player will first be introduced to the acid by a slowly
dripping leak that does a small amount of damage to the player.
Acid River
The acid rivers are instant kill zones. The player learns that the acid is dangerous initially from the acid drops
but it is reinforced by the depth of the rivers which can be seen in the cutoff point of the screen.
Acid Torrent
The Acid Torrent pours down large quantities of acid in timed bursts. The player needs to avoid the acid while
working their way down the shaft. This is a more powerful element then the acid drip and as such it will deal a
larger amount of damage.
FIRE BURSTS
Broken pipes throughout the sewers leak out gases that burst into flames. The player must avoid them or be
burned. The first fire element is small and unavoidable, dealing a small amount of damage to the player, the
later larger fires are far more powerful, which is indicated by the size and ferocity of the flames.
Version 1 Journey to Neo City Nicholas Stone
CINEMATICS/SCRIPTED EVENTS
The level will contain 5 scripted events. These are at the start and end of the level, at the start of each mini
boss encounter and the boss.
Start
As the level opens up the camera will pan along giving the player a view of the parkland areas, the
dangers of a tripwire ending at the first guard tower, showing the player the enemies ahead.
Stronghold Door Mini Boss
Once the player has reached the stronghold doors the camera will pan around and show the size of
the doors and the enemies guarding it. It will stop with the weak point of the door indicated to the
player.
Sewers
Once the player drops into the sewers the camera will pan along showing the player the acid drips
and the acid water, indicating the dangers ahead.
Facility Door Mini Boss
Upon reaching the door the camera will move into the facility and show an alarm going off, with
guards racing towards the door. This will let the player know that enemies are about to come out and
attack them.
Boss
Once the boss has been reached the camera will focus in on its weak spot, then show the guns that
have just been lowered into the field to kill the player. This lets the play know what to attack and
what will attack them.
Version 1 Journey to Neo City Nicholas Stone
LEVEL BREAKDOWN
FLOWCHART
Version 1 Journey to Neo City Nicholas Stone
LEVEL MAP
Version 1 Journey to Neo City Nicholas Stone
LIGHT MAP
Version 1 Journey to Neo City Nicholas Stone
FIRST AREA – PARKLANDS
The first area of the level is linear. The player will start to the left and move towards the right. There are no
path deviations. The background consists of a sky darkening and a city in the distance, the city the player is
heading towards.
FLOWCHART – INTRODUCTION OF ELEMENTS
Encounter List
Start
Tripwire
Platforms
Guard Tower
Platforms
Barricade
Tripwire
Platforms
Tripwire
Runners
Guard Tower
Platform
Tripwire
Platform
Barricade
Guard tower
Runners x3
Tripwire
Platform
Mini-Boss
Version 1 Journey to Neo City Nicholas Stone
MAP
FLOW
The player begins on the left side of the map moving towards the right. The first element, the tripwire was
shown to the player during the opening cut scene. As the progress the will encounter a blocked off area, where
they will be forced to learn to jump and move across platforms. The player will then encounter the first
barricade, which they will learn to destroy to move on. It also teaches the use of crouch so they can duck
under the straight shooters fire. The final encounter is the runners. They trigger before the player reaches a
tripwire so the first runner can either be killed before it reaches them or detonate the tripwire, drawing the
player’s attention to them if they were caught unprepared.
RISK V’S REWARD
The first area doesn’t include any risk for rewards scenarios. The player is rewarded with a gun upgrade later in
the area just for getting to that point in the game.
MINI-BOSS (STRONGHOLD DOORS)
The stronghold doors are the first Mini-Boss the player has to deal with. Designed as an advanced version of
the Barricades, it has 2 stationed guards who have a low re-spawn rate until the player has destroyed the
doors.
The doors are destroyed by shooting the indicated weak point until it runs out of health. Once the doors are
destroyed they will break and the sewer grate will blow off, unable to go past the gates the player will descend
into the sewers.
Version 1 Journey to Neo City Nicholas Stone
SEWERS – ENVIRONMENTAL PUZZLES
The sewers consist of environmental puzzles, where the player needs to navigate through to the other end.
The environment is mostly concrete with piping, acid in the waterways and tanks.
FLOWCHART
Version 1 Journey to Neo City Nicholas Stone
MAP
FLOW
The sewers introduce more environment based traps and removes enemies from the equation. This gives the
player some calm down time from the foes so they can focus on learning environment navigation. Each
element is introduced to the player, first in a safer way and later in more dangerous forms that the player has
learnt to avoid.
RISK V’S REWARD
The sewers introduce more risk for reward scenarios, where the player can divert off the main path to gain
access to better weapons but at the risk of unexpected dangers and more hazards. Here the player must make
the choice to take the risk of death for a better weapon or to continue with what they have in hopes they will
get something later. The blue path indicates the riskier areas that will reward the player with a more powerful
weapon while the main path is easier but gives little power to the player.
Version 1 Journey to Neo City Nicholas Stone
STRONGHOLD YARD
The stronghold yard is mostly a linear path, where all deviations return to the original path before continuing.
This area is mostly about combat, with various enemies to take out. The environment is like a prison yard, with
fencing, concrete and metal structures taking up most of the area. The background continues to show the city
in the distance.
FLOWCHART
MAP
Version 1 Journey to Neo City Nicholas Stone
FLOW
The stronghold begins to introduce the more powerful version of previous elements. These elements are now
more powerful and as such have a different look. They are larger, made of concrete and steel and have more
explosive devices around them.
RISK V’S REWARD
The stronghold uses path deviation as well where the player can travel off the straight path into riskier areas
for the sake of a more powerful weapon.
MINI-BOSS FACILITY DOOR
A timed event, the player needs to last against a series of spawned enemies until all are defeated. The enemies
are spawned inside the facility and run out at the player in waves. Once all have been killed the door will open
and the player can move on.
Waves
Wave 1
Running Soldier x 2
Wave 2
Running Soldier x 4
Running Gunner x 2
Wave 3
Running Soldier x 6
Running Gunner x 4
Grenade Thrower x 2
Version 1 Journey to Neo City Nicholas Stone
FACILITY
Inside the facility the player has to jump over crates and shoot enemies up on ledges and among the crates.
FLOWCHART
MAP
Version 1 Journey to Neo City Nicholas Stone
FLOW
The facility is a straight run to the end, a few enemies to kill but nothing new to learn. The player is required to
apply their learned control skills to move to the boss before engaging it.
BOSS – COMPUTER SYSTEM
The boss follows the standards of a typical contra boss, where there is a weak point to shoot and it attacks in a
series of phases and patterns.
1st
Attack Phase
3 directional shots o Three shots fired in rapid succession o Initial set at around 225 Degrees
with each following shot being reduced in angle around 10 degrees
Low Beam o Player must jump the attack
First phase ends when the core is damaged around 50%
2nd
Attack Phase
Dual roof blasts o Player needs to move back and
forth to dodge the shots
Slow shot directed at the players current location
Boss is killed once its health reaches 0%