GDD V 1.0.0

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IRONZILLA
ZOMBOCALYPSE 2
2D Side-Scrolling Zombie Shooter
Written By: John Funtanilla
11/22/2012
Version # 1.0.0 | Official GDD for Zombocalypse 2 | Ironzilla Copyright ©2012
2
Table of Contents
Design History ...........................................................................................................4
Game Overview .........................................................................................................5
Game Concept Introduction ........................................................................................................ 5
Genre ........................................................................................................................................... 5
Target Audience .......................................................................................................................... 5
Technical Specs ........................................................................................................................... 5
Feature Set ................................................................................................................................... 6
Game Flow Summary.................................................................................................................. 6
Look and Feel .............................................................................................................................. 7
Game Mechanics ........................................................................................................8
Game Progression ....................................................................................................................... 8
Objectives .................................................................................................................................... 8
Game Flow Chart ........................................................................................................................ 9
Player Elements........................................................................................................10
Definition .................................................................................................................................. 10
Properties ................................................................................................................................... 10
Controls ..................................................................................................................................... 10
Costumes ................................................................................................................................... 11
Weapons .................................................................................................................................... 12
Kill Combos .............................................................................................................................. 21
Perks .......................................................................................................................................... 23
Experience & Rank System....................................................................................................... 25
3
Currency System (Coins) .......................................................................................................... 29
Heads Up Display (HUD) ......................................................................................................... 30
Enemy Elements ......................................................................................................32
Definition .................................................................................................................................. 32
Enemy Difficulty Flow.............................................................................................................. 32
Enemy Properties ...................................................................................................................... 34
Global Game Elements ............................................................................................38
Storyline .................................................................................................................................... 38
Cut Scenes ................................................................................................................................. 39
Map & Areas ............................................................................................................................. 41
Armory ...................................................................................................................................... 44
Main Menu ................................................................................................................................ 46
4
Design History
0.5.0 - by John Funtanilla: Creation of Design Document, unfinished [11/22/12]
0.6.0 - by John Funtanilla: Added Gameflow Chart and Experience points section [12/12/12]
0.6.5 - by John Funtanilla: 6 new weapons added. 1 New Kill Combo added. Redid Experience System section,
completely revised. New costumes added. Multiple sections revised for clarity [12/18/12]
0.7.0 - by John Funtanilla: Added Heads Up Display (Player Elements) and Enemy Elements sections [12/19/12]
1.0.0 - by John Funtanilla: Reworked Experience System (Now uses currency, Coins, instead of Upgrade Points),
Weapon System, Ranking system, and difficulty. Added Global Game Elements section: Storyline, Cut Scenes, Map
& Areas, Armory UI, Menu UI, Soundtracks.
5
Game Overview
Game Concept Introduction
Zombocalypse is a 2D side-scrolling action game with RPG elements, placing the player
in the advent of the zombie apocalypse.
You are Jon Fulton, a spec ops soldier on a reconnaissance mission of riots breaking out
in a large mountain enclosed city, Fairfield. Your chopper crashers, and you awaken surrounded
by zombies and with your team nowhere to be found. Your sole mission is to survive for as long
as possible.
The player must run back and forth in an area collecting weapon crates and defending
themselves from an onslaught of undead to achieve the highest kill count until they are
eventually overwhelmed (score based gameplay). As players progress through Zombocalypse,
your character will gain experience and rank up, unlocking Call of Duty style Kill Streaks, perks,
weapons, new areas, and character customizations. The story is revealed through intricate and
stunningly illustrated cut scenes.
Genre
Action-Arcade / Shooter
Target Audience
Zombocalypse is focused on teenagers 10 years old and up. Simple gameplay and cute graphics
appeal to both male and females.
Technical Specs
Platform: Flash browser based game Language: Actionscript 3
Dimensions: Width: 720 x Height: 480
FPS: 30
View: 2D Flat Graphics - Side scrolling
6
Feature Set

Fight off hordes of zombies in 3 different areas: crash site, city, and military base

20 weapons that can be leveled up 3 times each

14 Kill Combos

Choose from 12 perks / abilities that modify and power up your character

Gain experience and level up through 61 ranks

3 different areas to fight off zombies in

Unlock and play as 12+ different characters

High scores API integrated for each level
Game Flow Summary
The player starts in main hub. Can edit Perk or Kill Combo load out. Then players chooses an
area on the map. Player will move left and right in a small area, using the default machete
weapon or picking up weapon crates to fight off hordes of zombies that increase in number and
strength the longer the player lasts. Game continues until the player is overwhelmed by zombies
and dies. The game over and results screen will then pop up. The player will receive experience
points based on their performance. Player can then choose to replay the level, or choose a new
one. If a certain score is reached, a new area is unlocked.
7
Look and Feel
All characters will be cartoony (similar to the style of Castle Crashers) with big heads, but a
smaller body with short legs and arms. Zombocalypse will be a game that takes itself seriously
although delivering a cartoony style. Soft color pallet with solid color outlines. The main
character will look tough and robust. The overall feel will be slick and polished looking with
subtle grungy accents and hard outlines. Shades of red and grey are the main color schemes.
Minimalism and simplicity encouraged as much as possible.
Themes of inspiration:
- Left 4 Dead games theme and UI
- Dead rising main menu and UI
8
Game Mechanics
Gameplay is fast paced and strategic as the player sweeps back and forth across the screen to
pick up crates, call in ally support, and rack up kills until the player is eventually overrun by
zombies. The game is simple to play, but hard to master: each weapon has its strengths and
weaknesses, the different zombie types present challenges, crates must be timed, and Kill
Combos must be strategically used. Players ultimate goal is to get the highest online score.
Game Progression
The player continuously plays a level until they die, gaining experience through each play
through or "round". Reaching a certain score will unlock the next area. Each area has a bronze,
silver, or gold medal award based on your score.
Objectives
Zombocalypse 2's game play is score based. The main objective is to get the highest score
possible. Other sub-objectives:

Reach highest rank

Unlock all achievements

Unlock all perks, weapons, areas, and characters
9
Game Flow Chart
Intros
- Preloader
- Splash Screen
- Logos
Options
-
- BG Music
Intro
New Game
Menu
- Sound
- Play
- Delete / Game Data
- Options
- Controls
- Credits
Continue Game
Area 1
- Pause
Results
- Kills
Armory
Map
- Character
1) Crash Site
- Perks
2) City
- Weapons
3) Military Base
- Kill Combos
- Exp / Rank
- Experience Gain
Gameplay
- Rank
- Pause (music, controls,
- Level Rating
exit game, cheat codes)
Results
- Kills
Cut Scenes
- Experience Gain
- Rank
First time Area is
cleared
- Level Rating
10
Player Elements
Definition
Zombocalypse 2's main character and sole antagonist is Jon Fulton. His background is in
military spec ops. Jon is a robust and battle hardened soldier. The story begins with him on a
reconnaissance mission of riots breaking out in a large mountain enclosed city, Fairfield.
However his chopper goes down, stranding him in the middle of the city. With his team nowhere
to be found, his sole mission is to make it out and survive as the undead close in.
Properties
Player's Default New Game Properties

Health = 100 / 100

Weapon: Machete
Controls

SPACE BAR: Use current weapon

UP Arrow Key: Use Kill Combo

LEFT + RIGHT Arrow Key: Move left and right

DOWN Arrow Key: Pick Up Crates (Hold down key for 3 seconds to drop current
weapon)

SHIFT: Pause the game
11
Costumes
There are 12 different costumes and heads the character can unlock and wear (more to come)
Name
Description
Spec Ops
Full suited spec ops soldier, with helmet and vest
Secret Agent
Tuxedo suit with tie, slick hair, cunning
Dragon Armor
Skyrim looking dragon armor
Ninja
Jet black ninja fit with a flowing red head band
Mercenary
An apocalyptic mercenary
Space Marine
Master Chief from Halo style armor
Zombified
Be a zombie walker
Girl Commando
A Woman GI, ponytail.
Cthulhu Head
A freakin Cthulu head, tentacles and all.
Gentleman
A gentleman, top hat and a monocle.
Burrito Bison*
Burrito Bison character
Robot Unicorn Head*
Robot unicorn head
Robot Chicken Helmet*
Helmet from robot chicken show
Major Mayhem*
Major Mayhem from iOS game
*must be signed off legally (legal docs)
12
Weapons
There are a total of 20 weapons, some of which could be dual wielded.

Each weapon can be upgraded 3 times each.

Use Coins to upgrade weapons

Weapons are unlocked based on what level your player is.
1st Upgrade (500 C): + more Ammo
2nd Upgrade (1000 C): + more Damage
3rd Upgrade (2000 C): + more Damage, + more Ammo, Weapon becomes gold plated
Properties Key:
Damage: How much damage is done to enemy zombie per shot (Walkers start game w/ 8 HP)
Range: Scale of Close, Medium, Far, and Max of how close or far bullets go
Speed: How fast a weapon fires, Scale of 1 to 10 (Slowest = 1, Fastest = 10)
Ammo: How much ammo in a weapon's clip
Pushback: Stopping power, how far an enemy is pushed back after taking a single shot.
Scale of 0 - 10 (No pushback = 0, Max Pusback = 10)
Name
Description
Properties
Upgrades (Dmg, Ammo)
Machete
- Default weapon. Melee
- Damage: 5 - 12
Level 1: Dmg 10 - 17 *exception
(default weapon)
attack, slashes in front of
- Range: Close
Level 2: Dmg 15 - 22
character. Strong pushback
- Speed: 4
Level 3: Dmg 20 - 27
for starter weapon.
- Ammo: Infinite
- Pushback: 5
Pistol
- Normal weapon. Weak, but
- Damage: 10 - 15
Level 1: Ammo 15
fires faster than machete. Low
- Range: Medium
Level 2: Dmg 15 - 20
stopping power.
- Speed: 6
Level 3: Dmg 25 - 30, Ammo 20
- Ammo: 10
- Pushback: 3
14
- Very strong weapon, strong
- Damage: 25
Level 1: Ammo 15
pushback, high damage. Pick
- Range: Medium
Level 2: Dmg 30 - 35
up a pistol crate while a pistol
- Speed: 6
Level 3: Dmg 40 - 45, Ammo 20
is equipped to use this
- Ammo: 10
weapon.
- Pushback: 5
SMG (Sub Machine Gun)
- Close Range, weak weapon.
- Damage: 2-6
Level 1: Ammo 60
*new weapon
Inaccurate, so deals a wide
- Range: Medium
Level 2: Dmg 6 - 10
range of random damage.
- Speed: 9
Level 3: Dmg 14 - 18, Ammo 80
Fires extremely fast, high
- Ammo: 40
stopping power.
- Pushback: 6
Dual SMGs
- Close range, more damage
- Damage: 4-12
Level 1: Ammo 60
*new weapon
and more stopping power.
- Range: Medium
Level 2: Dmg 12 - 20
Pick up a SMG crate while
- Speed: 10
Level 3: Dmg 20 - 30, Ammo 80
SMG is equipped to use this
- Ammo: 40
weapon.
- Pushback: 8
- Long range automatic
- Damage: 8-12
Level 1: Ammo 40
weapon. High rate of fire and
- Range: Far
Level 2: Dmg 12 - 20
stopping power.
- Speed: 7
Level 3: Dmg 20 - 30, Ammo 60
Dual Pistols
Assault Rifle
- Ammo: 25
- Pushback: 6
15
Sniper Rifle
- Can fire all the way off
- Damage: 50
Level 1: Ammo 10
screen. Always hits 3 times in
- Range: Max
Level 2: Dmg 75
one shot (technically 3 rounds
- Speed: 3
Level 3: Dmg 100, Ammo 16
are fired). Low stopping
- Ammo: 6
power. Slow firing rate.
- Pushback: 3
- 20% chance of a headshot.
Shotgun
- Close range weapon, high
- Damage: 25-30
Level 1: Ammo 12
damage, high stopping power.
- Range: Close
Level 2: Dmg 35 - 45
- Speed: 4
Level 3: Dmg 55 - 65, Ammo 18
- Ammo: 8
- Pushback: 8
Riot Shield
- Defensive Weapon. Blocks
- Damage: 1
Level 1: Ammo 75
zombies. Used to clear an area - Range: Close
Level 2: Dmg 2
and manage crowds of
- Speed: 10 (Since it is
Level 3: Dmg 3, Ammo 100
zombies.
constantly blocking the enemy)
- Causes main character's
- Ammo: 50
movement speed to decrease.
- Pushback: 5
Dagger
- Melee attack, slashes much
- Damage: 4-8
Level 1: Ammo 15 slashes
*new weapon
faster than machete. Low
- Range: Close
Level 2: Dmg 8 - 12
pushback.
- Speed: 6
Level 3: Dmg 12 - 20, Ammo 20
- Ammo: 10 slashes
slashes
- Pushback: 3
16
Dual Daggers
- Melee attack, slashes faster
- Damage: 8-16
Level 1: Ammo 15 slashes
*new weapon
than machete. Higher damage, - Range: Close
Level 2: Dmg 16 - 22
faster slicing.
- Speed: 6
Level 3: Dmg 22 - 30, Ammo 20
- Ammo: 10 slashes
slashes
- Pushback: 3
Special Weapons
Katana
- Melee attack, slashes in
- Damage: 7 - 14
Level 1: Ammo 18 slashes
*new weapon
front of character. More
- Range: Close
Level 2: Dmg 14 - 21
pushback and slashes faster
- Speed: 6
Level 3: Dmg 21 - 28, Ammo 25
than Machete.
- Ammo: 12 slashes
slashes
- 20% chance to decapitate.
- Pushback: 6
Steam Carbine
- Functions like Assault
- Damage: 4 - 6
Level 1: Ammo 75
*new weapon
Rifle.
- Range: Medium
Level 2: Dmg 6 - 10
- Trades off damage and
- Speed: 7
Level 3: Dmg 12 - 20, Ammo 100
range for a higher ammo
- Ammo: 50
count.
- Pushback: 6
- Steampunk style gun, shoots
metal projectiles
17
Pulsator
- Functions like Shotgun
- Damage: 20 (close),
Level 1: Ammo 10
*new weapon
- Shoots a pulse that travels
10(medium), 5(far)
Level 2: Dmg 30 (close), 20(medium),
through enemies. Damage
- Range: Far
10(far)
weakens the further it travels.
- Speed: 4
Level 3: Dmg 40 (close), 30(medium),
- Low pushback and ammo,
- Ammo: 6
20(far), Ammo 16
slow firing rate.
- Pushback: 3
- Futuristic looking weapon.
Viper
- Functions like SMG
- Damage: 2 - 6 (25 explosion
Level 1: Ammo 60
*new weapon
- Shoots a barrage of spikes
damage)
Level 2: Dmg 4 - 8 (35 explosion
- 10% chance that the spikes
- Range: Medium
damage)
explode upon impact with
- Speed: 9
Level 3: Dmg 8 - 12 (45 explosion
enemy.
- Ammo: 40
damage) Ammo 80
- Low Stopping power
- Pushback: 3
- Fires extremely fast.
Dual Vipers
- Functions like Dual SMGs.
- Damage: 4 - 12 (40 explosion
Level 1: Ammo 60
*new weapon
- Low stopping power
damage)
Level 2: Dmg 8 - 14 (50 explosion
- 20% chance that a bullet will - Range: Medium
damage)
explode upon impact.
- Speed: 10
Level 3: Dmg 14 - 22 (60 explosion
- Ammo: 40
damage) Ammo 80
- Pushback: 3
18
Bear Claw
- Functions like Sniper Rifle
- Damage: 40
Level 1: Ammo 10
*new weapon
- A gun with a spear at the
- Range: Far
Level 2: Dmg 55
end of it. Shoots a chained
- Speed: 4
Level 3: Dmg 75, Ammo 16
claw, which quickly drags the
- Ammo: 6
enemy back in and impales
- Pushback: 2
them on the spear for melee
damage.
- Can grab up to 3 zombies at
once. 15% chance to
decapitate zombie.
Power Glove
- Defensive Melee Weapon,
- Damage: 2
Level 1: Ammo 20 punches
*new weapon
functions like the Riot Shield
- Range: Medium
Level 2: Dmg 3
- Equips the player with a
- Speed: 5
Level 3: Dmg 4, Ammo 30 Punches
large cybernetic arm.
- Ammo: 10 punches
- Punch zombies away with
- Pushback: 8
great stopping power, but has
low damage.
19
Heavy Weapons
Mini Gun
- Shoots a devastating wall of
- Damage: 10
Level 1: Ammo 70
lead.
- Range: Max
Level 2: Dmg 20
- Causes main character's
- Speed: 9
Level 3: Dmg 30, Ammo 100
movement speed to decrease.
- Ammo: 50
- Pushback: 5
Flamethrower
- Shoots out flames that burn
- Damage: 20
Level 1: Ammo 70
zombies to a pile of ash.
- Range: Close
Level 2: Dmg 20
- Fires a continuous stream of
- Speed: 9
Level 3: Dmg 30, Ammo 100
flames
- Ammo: 50
- Causes main character's
- Pushback: 1
movement speed to decrease.
RPG
- Shoots a rocket straight
- Damage: 30 -50
Level 1: Ammo 6
forward, causing damage to
- Range: Max
Level 2: Dmg 40 - 60
zombies caught in the
- Speed: 3
Level 3: Dmg 50 - 70, Ammo 10
explosion.
- Ammo: 3
- Slow reload time, low ammo - Pushback: 8
- Causes main character's
movement speed to decrease.
20
Vulcan
- Functions like an automatic
- Damage: 20-40 (10 damage
Level 1: Ammo 8
grenade launcher.
blast radius)
Level 2: Dmg 35-50 (20 damage blast
- Launches a projectile that
- Range: Medium
radius)
explodes at medium range,
- Speed: 5
Level 3: 45-60 (30 damage blast
damaging all in radius.
- Ammo: 5
radius), Ammo 12
- Slows down main
- Pushback: 8
character's movement speed.
MFG (Mother F'n Gun)
- Huge gun, fires a white laser
- Damage: 1000
Level 1: Ammo 5
that wipes out one side of the
- Range: Max
Level 2: Dmg 1200
screen.
- Speed: 1
Level 3: Dmg 1400, Ammo 8
- Slowest reload time of all
- Ammo: 3
weapons
- Pushback: 10
- Causes main character's
movement speed to decrease.
God Hand
- Ultimate light saber weapon
- Damage: 50
Level 1: Ammo 20 slashes
- Slashes fancily through
- Range: Close
Level 2: Dmg 75
anything like hot butter.
- Speed: 8
Level 3: Dmg 100, Ammo 30 slashes
- *exception: doesn't slow
- Ammo: 12 slashes
character down
- Pushback: 10
Kill Combos
The player can call in Kill Combos when they reach a certain number of kills in a row within the
combo time limit.

The player can choose to use their kill streak and reset their counter, or save up their kill
streak for a higher tier of Kill Combo. The higher tier kill streak will then replace the
lower tier kill streak.

Kills from Kill Combos do not directly stack (there is a buffer where Kills are not
counted towards the next Kill Combo once one is used).
1st Tier: 25 Kills
2nd Tier: 50 Kills
3rd Tier: 100 Kills
Name
Description
1st Tier - 25 Kills
Missile Strike
Call in a missile on a location, kills anything in the explosion
Crate Drop
Drops a random weapon crate on location
Barricade
Drop a small barricade on location that prevents any zombie from
getting through. Can withstand 4 seconds of damage
Decoy
Drop a crate with a human decoy in it, only nearby zombies will go to
it. Explodes for damage after receiving
2nd Tier - 50 Kills
Air Strike
Call in fighter jets to drop 3 bombs in the direction you are facing,
kills anything caught in the explosion
Guardian Strike
Call in a fighter jet that fires 3 missiles (1 missile every 4 seconds) on
character's current location
Mini Sentry
Drops a crate that opens up with a Mini Sentry in the direction you are
22
facing when it hits the ground. It continuously shoots at enemies
within Medium range. High stopping power. Can have only a max of
two on the map. Disappears after 4 seconds of damage or when it runs
out of ammo.
- Damage: 4-10 Range: Max Speed: 8 Ammo: 50 Pushback: 9
Missile Drop
Calls in a missile strike and drops 2 random weapon crates on location
3rd Tier - 100 Kills
Chopper Gunner
Follows the character for 7 seconds after being called in. Shoots and
kills anything within close range of the player
Hellfire Strike
A high flying jet fires 5 missiles (1 every 3 seconds) on character's
location. Explosions are larger than air strikes or missile strikes
Health Regenerator
Drops a health regenerator. Stand within close range of it and it slowly
regenerates your health. (3 HP every 1 seconds) Lasts for 20 seconds
Guardian Drop
Calls in an Air Strike and drops 3 random weapon crates on character's
location
Devastator Sentry
Drops a crate that opens up with a Devastator Sentry in the direction
you are facing when it hits the ground. It continuously shoots at
enemies within Medium range. High stopping power. Can have only
one on the map. Disappears after 8 seconds of damage or when it runs
out of ammo.
- Damage: 20-30 Range: Close Speed: 9 Ammo: 100 Pushback: 9
Orbital Strike
Once called in, a light red tracking laser follows character. Takes 5
seconds to charge and then fires a beam straight down on character,
screen flashes white, and everything in the level's current area is
killed.
23
Perks
Perks are abilities that the player can equip to increase their stats and abilities. The player can
have a Load Out of 3 equipped perks to take into play (total of 12 perks). Each perk can be
upgraded once to Elite by the player equipping it and continuously using it during gameplay.

How to get Elite: Each perk will require 10,000 exp points (roughly 5+ rounds of play
with the perk equipped) of use to get to Elite. An experience counter will show how
many remaining points are needed to get Elite.

Stack: means that the effects of that perk can be stacked with another perk.
-
Example: One Man Army + Specialist means you get (25% + 25%) more
damage for automatic weapons.
Name
Description
Elite
Increase damage for all weapons
Increase damage for all weapons
picked up from crates by 10%
picked up from crates by 20%
Specialist (can
Increased damage for SMG, Assault
Increased damage for SMG, Assault
stack on with One
Rifle and Mini Gun by 25%
Rifle and Mini Gun by 50%
Increase experience points received
Increase the amount of every Coin
each round by 20%
drop by +5.
Juggernaut (can
Increased damage for Melee
Increased damage for Melee
stack on with One
weapons (Machete, Dagger,
weapons (Machete, Dagger,
Man Army Perk)
RiotShield & Godhand) by 25%
RiotShield & Godhand) by 50%
Commando
+20% more ammo for any weapon
+40% more ammo for any weapon
equipped.
equipped.
Stopping power for all weapons
Stopping power for all weapons
increased by 25%
increased by 50%
+1 Crates drop
+ 2 Crates drop
One Man Army
Man Army Perk)
Mastermind
Knock Out
Scavenger
24
Overkill (can stack
Dual Wield Pistols, Daggers,
Dual Wield Pistols, Daggers,
with commando)
Vipers, and SMGs
Vipers, and SMGs, and further
increases ammo for dual wielding
weapons by +25%
Bulletproof
+25 Total Health
+50 Total Health
Recon
Not slowed down by Heavy
Increases character's movement
Weapons.
speed by +2. Not slowed down by
Heavy Weapons.
Veteran
Regenerate
Less kills for Kill Combos:
Less kills for Kill Combos:
- 1st Tier: 25 -> 20 kills
- 1st Tier: 25 -> 15 kills
- 2nd Tier: 50 -> 45 kills
- 2nd Tier: 50 -> 40 kills
- 3rd Tier: 100 -> 95 kills
- 3rd Tier: 100 -> 90 kills
Regenerate health slowly 1 HP per
Regenerate health slowly, 2 HP per
4 seconds
5 seconds
25
Experience & Rank System
NOTE: This section will need to be constantly altered due to game balancing.

There are 50 ranks

After Rank 1, unlocks will alternate in the order: Weapon, Kill Combo, Perk
Each zombie gives a certain amount of experience points when killed. Racking up a combo will
amplify points received when a zombie is killed.
Experience Points Gained From Zombies
NAME
XP given
Walker
1
Runner
2
Striker
4
Hordes
1
Shooters
6
Tanks
12
Kill Combo multiplier
Kills
XP Multiplier
2 to 25
x 1.5
25 to 100
x2
100 to 200
x 2.5
300+
x3
In the early levels, novice players will be able to rank up easily, gaining multiple levels per
round. Mid game, an average player will be able to rank up at least once per every round. Later
levels will require players to master the game to gain more experience and rank up faster. Things
are unlocked often, giving constant incentives for players to continue playing and to create a
sense of progression.
26
Experience Gain Flow:
How the game will flow for an average player:
Rank 1 - 20: Fast (5 rounds of play)
Rank 21 - 40: Average (10 rounds of play)
Rank 41 - 50: Slow (25 rounds of play)
= 40 to 50 rounds of play to unlock everything, roughly 50 * 5 mins per round avg = 4 hours of
average playing time.
Rank
Rank Name
Required XP
Unlocks
1
Apprentice (start rank)
0 (total xp)
2
Rookie
Weapon:
3
Rookie I
Perk:
4
Rookie II
Kill Combo:
5
Rookie III
6
Recruit
7
Recruit I
8
Recruit II
9
Recruit III
10
Private
11
Private I
12
Private II
13
Private III
14
Sergeant
15
Sergeant I
16
Sergeant II
17
Sergeant III
18
Officer
20
Officer I
27
21
Officer II
22
Officer III
23
Captain
24
Captain I
25
Captain II
26
Captain III
27
Colonel
28
Colonel I
29
Colonel II
30
Colonel III
31
Brigadier
32
Brigadier I
33
Brigadier II
34
Brigadier III
35
General
36
General I
37
General II
38
General III
39
Commander
40
Commander II
41
Commander III
42
Master Commander
43
Master Commander I
44
Master Commander II
45
Master Commander III
46
Elite
47
Master Elite
48
Hero
49
Mythic
50
Legend
28
51
52
53
54
55
56
57
58
59
60
Ascension
29
Currency System (Coins)

The currency standard is the Coin.
Sometimes coins are dropped after a zombie is killed, which must then be picked up by the
player. Coins are used to buy weapon upgrades (500 C, 1000 C, 2000 C respectively) Each
zombie drops a certain amount of coins.
There are 4 types of coin drops (icon descriptions below):
1. One coin = +5 coins
2. A stack of coins = +10 coins
3. One Coin Bag = +20 coins
4. One Gold Bar = +50 coins
Money Drop Chances From Killing Zombies
NAME
Money Drop % Rate
Walker
$0: 68% | $5: 20% | $10: 10% | $20: 5% | $50: 2%
Runner
$0: 68% | $5: 20% | $10: 10% | $20: 5% | $50: 2%
Striker
$0: 35% | $5: 30% | $10: 20% | $20: 10% | $50: 5%
Hordes
$0: 73% | $5: 10% | $10: 5% | $20: 1% | $50: 1%
Shooters
$0: 30% | $5: 25% | $10: 20% | $20: 15% | $50: 10%
Tanks
$0: 0% | $5: 20% | $10: 20% | $20: 25% | $50: 35%
30
Heads Up Display (HUD)
NOTE: The position and style of the MENU are concepts and placeholders.
1) Health Bar: How much health the character has (extends when Bulletproof is equipped).
2) Weapon Icon: This will have the full colored weapon icon and the name of the weapon.
3) Ammo Count: The ammo count will have an icon of the ammunition used in the weapon.
4) Kill Count: Zombie icon next to the number of zombies killed.
2
1
4
3
5
6
7
5) Kill Combo Count: A counter for kills received within 3 seconds of each other.

Functionality: Below the kill combo is a bar with 3 segments -- each segment represents
a Tier of the kill combo. It fills as the player's kill combo count rises, and resets when the
player fails to get another kill within 3 seconds. The kill combo will begin fading away at
2 seconds. It's dissapearance means the kill combo counter is reset.

Style: There is a random blood splatter behind the number for each kill. The inner bar is
red, while the background bar is an alpha black.
31
6) Current Kill Combo: This shows what the player's current kill combo is.

Style: It will be a full colored stylized icon within a circle with a black alpha background.
In the right corner is the UP arrow key to indicate the key the player should press. When
the player has no kill combo there will be nothing in this corner.
7) Achievements: Unlocked achievements during gameplay will pop up here for a brief 5
seconds.

Style: The icon will pop up to a notification sound. It will blink white and appear, then
slowly fade away. There will be the achievement icon and the name of the achievement.
32
Enemy Elements
Definition
There are 6 different zombie types in Zombocalypse. As the player gets a higher number of kills
during a round, the zombies become more numerous and their health increases.
Enemy Difficulty Flow
NOTE: Estimation of game flow.
The number of kills a player gets determines the difficulty of the game:

How many enemies are allowed on the field

How much more Health bonus a zombie gets

Which Zombies appear
Kills (what zombies appear)
Max # of Enemies on Field
+ Zombie Health (Total)
0 (Walkers)
5
+0
25 (Runners)
10
+ 2 (2)
100
12
+ 2 (4)
200
14
+ 2 (6)
300
16
+ 2 (8)
400
18
+ 4 (12)
500 (Strikers)
20
+ 4 (16)
750
25
+ 4 (20)
1000 (Hordes)
30
+ 4 (24)
1500 (Shooters)
35
+ 4 (28)
2000 (Tanks)
40
+ 8 (32)
2500
45
+ 8 (40)
3000
50 (max limit)
+ 8 (48)
4000
--
+ 8 (56)
33
5,000
--
+ 8 (64)
6,000
--
+16 (80)
7,000
--
+ 16 (96)
8,000
--
+ 16 (112)
9,000
10,000 (end difficulty ramp)
+ 16 (128)
--
+ 32 (160)
34
Enemy Properties
NOTE: Zombies to include for iOS / Android, sequels, expansions:

Bombers: Zombies that explode, giving AoE damage, does slight damage to zombies

Hunters: Zombies that latch onto character, must be hit off with close range weapons

Jumpers: Zombies that jump up and down towards character

Berserkers: Zombies that run fast and hit hard, but have low health
Walker
Description: The earliest form of infection.
They walk aimlessly, slowly clawing towards
any living human. Walkers amble about slowly
& can pose a threat when caught in groups.
Health: 8
Damage: 5
Speed: 1 - 2
Style: Tattered shorts, pants, and shoes. Liver
Area: All Areas
spots on head with few strands of hair.
Ability: None
35
Runner
Description: Runners are more aggressive,
hurdling themselves at higher speeds towards
their victims. Their high mobility and
metabolism makes them weaker than their
Walker counterparts.
Health: 4
Damage: 5
Speed: 3 - 4
Style: Has a little fluff of hair. Wearing a track
Area: All Areas
runner's tank top, tattered shorts, and running
Ability: Fast Movement
shoes.
Striker
Description: A more evolved form of Walker.
Strikers are slightly bigger, hit harder, and
don't look as clueless. Just like Walkers, they
can be a problem in large groups.
Health: 10
Damage: 10
Speed: 1 - 2
Area: All Areas
Style: Taller and wider than a Walker. More
aggressive looking, sharper contours and
features. Arms are jointed.
Ability: Higher Damage
36
Horde
Description: Hordes are very skinny zombies
that are quickly decaying and undeveloped.
They are as fast as runners, however they
travel in packs of 6 to 12 at a time, rushing the
character at random times during the game.
Health: 2
Damage: 5
Speed: 3 - 4
Area: Crash Site, Military Base
Ability: Numbers and High Speed
Description: A smaller zombie, very skinny.
Wears a tattered shirt, shorts, and backpack.
Shooter
Police styled zombies. They shoot a medium
ranged projectile in an arc towards the player.
Shooters also try to stay at a medium distance
from the player. Can pose a problem when a
pack of zombies are shielding them from
receiving direct damage.
Health: 10
Damage: 2 - 4
Speed: 1 - 2
Area: City, Military Base
Style: A cop in a dark blue trench uniform.
Black pants. Spits gooey projectiles.
Ability: Higher Health
37
Tanks
An experimental late stage form of infection.
Tanks are slow hulking zombies that can take a
ridiculous beating, and dish out a ton of
damage. Their smash attack can knock back
the player.
Health: 40
Damage: 10
Speed: .4 - .8
Style: Towers over other zombies, twice as tall
Area: Military Base
and twice as wide. Wears tattered overalls. Has
Ability: High Health, High Damage, Knocks
wide shoulders and back tapers down to small
back the player.
legs with no shoes. Very long and large arms.
Head has black or is missing eyes. Stitches all
over face and a stitched mouth.
38
Global Game Elements
Storyline
Jon Fulton and his Bravo Spec Ops Team are briefed on mass riots breaking out in
Fairfield, a sprawling metropolis enclosed by mountains. Alpha Team was first sent in to
investigate but quickly lost contact with HQ after entering the city.
Jon and Bravo Team are sent on a highly classified surveillance mission to find out what
exactly is going on. However their chopper goes down abruptly as they pass over Fairfield,
crashing in a park clearing. John emerges from the wreckage but is attacked by rioters before he
could find his squad mates.
Jon quickly realizes the rioters appear to be grisly, corpse looking, and heavily mutated.
He defends his position and calls in support, but knows he can't be evacuated due to the high
classification of his mission. Jon decides the best place of refuge would be the nearby Military
Base. He is able to clear the park briefly, making his way Downtown.
Jon finds a group of survivors holding out in a small building on the outskirts of the city.
Hordes begin to attack the building, and they hold out for as long as they can until they are
eventually overrun. Jon manages to escape, and is forced to fight alone through Downtown to the
main highway.
Jon travels down highway towards the Military Base. However the base is completely
overrun, with the main facilities smoking and on fire. He fights his way towards one of the
hangars, and finds remnants of his lost squad mates gear. Jon fights for as long as he can on the
military base, and just when he is about to be overrun he finds a hangar with an entrance into the
mountain. He heads in, hoping to find not only refuge, but answers.
39
Cut Scenes
Cut scenes will be cinematic style panels, similar to concept art. They will be stills, some having
moving elements (ex: a slow moving foreground object with a slow moving background)
Introduction
This will show after the player starts a new game
1. Black screen: Shows Bravo Team mission, time, and a chopper crash sound
2. [Screen 1] Chopper Crash Wreckage FG, billowing smoke and fire BG
3. [Screen 2] Silhoeuttes of zombie horde in BG, foreground is a looming zombie
4. [Screen 3] Close Up of an alert Jon Fulton holding a machete in FG + billowing smoke /
wreckage in BG
Downtown
Cut scene will show after clearing the Crash Site level.
1. [Panel 1] Shows sprawling view of the city. Very few lights, smoking, fire, orange
burning hue, wreckage.
2. [Panel 2] Shows a main street. Wreckage all over the street, in the distance are many
zombies.
Military Base
Cut scene will show after clearing the Downtown Level.
1. [Screen 1] Shows close up of Jon, facing camera, and dead zombies around him in the
background. Highway and city in the distance
2. [Screen 2 - Panel 1] Jon Fulton walking down a highway. Sense of scale is epic, he is a
small silhouette in a large area filled with wrecked cars + smoke.
3. [Screen 2 - Panel 2] Foot shot, behind Jon. In front of him is a blown barbwire fence to a
sprawling military base. It is connected to a mountain with an airfield and many hangars.
Zombies are in the front.
40
Mountain Passage
Cut scene will show after the Military Base is cleared.
1. [Screen 1 - Panel 1] Jon is hurt, kneeling on the floor, his head looking down. Behind him
is a hangar connected to a mountain. Around him are killed zombies and smoke.
2. [Screen 1 - Panel 3] Another wave of zombies is on the very horizon
3. [Screen 1 - Panel 2] A close up of Jon's face, bright light shining on him, he looks
surprised
4. [ Screen 2 - Panel 1] He retreats into the hangar, at the end is a lighted doorway opening.
Frame: An epic view of the hangar, small silhouette of Jon straggling towards exit, and a
bright entrance at the end of the hangar.
5. [Screen fades to black]
6. Game Ends
41
Map & Areas
There are multiple areas in Fairfield, but only 3 are playable in Zombocalypse 2 (in bold and
underline below). The extra areas (some which contain different modes of play) will be available
in the mobile version, sequel, or updates:
1) Crash Site
2) Neighborhood
3) Downtown
4) Shopping Mall (Horde Rush mode)
5) Highway
6) Military Base
7) Hangar (Last Stand mode)
8) Mountain Passage (Hard mode: Smaller Area, can't use kill combos)
9) Twin Peaks
10) Headquarters
42
Area 1: Crash Site
The crash site is much like the first area in Zombocalypse. The wreckage of the chopper will be
in the distance inside a park, with the skyline of the next area in the distance (Downtown). There
will be bushes, street lamps, foliage, and trees, with the main gameplay taking place on the
street.
Concept:
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Area 1: Downtown
The Downtown area is right in the heart of Farifield. There will be buildings, stores, and lamps in
the background, with foliage and broken cars. It will be a modern styled city (think Tokyo), with
mountains in the distance.
Concept:
Area 3: Military Base
The military base is a destroyed airfield with several bunkers, facilities, and hangars. Mountains
surround the base and are connected to some of the hangars. Airplane wreckage and other debris
will be on the main playing area.
Concept:
44
Armory
NOTE: The position and style of the ARMORY are concepts and placeholders. Style: Clean &
very simple. Dark grey placeholder of the background will be an art piece from illustrator.
1) Armory: Home screen between rounds. This is the title of the current screen.
2) Menu Button + Achievements: This will bring the player back to the main menu.

Achievement Button (Not shown bellow) Right next to the main menu button will be an
Achievements button with a Trophy icon, will bring the player to the achievements
screen.
3) # of Coins: Coines the player has. Coins are used to upgrade weapons.
4) Kill Count: The current character costume. Will glow when hovered over, click to change
character costume.
1
4
2
5
6
3
7
8
9
10
11
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5) Perks Loadout: Shows what perks are equipped If less than 3 are equipped,the rectangles will
say (No Perk). Will show name of perk instead of icon. Max of 3.
6) Kill Combo Loadout: Icons of current kill combos equipped, max of 3. Order is left to right,
1st, 2nd, and 3rd tier.
7) Rank Name & Experience: Shows the user what his current rank and title is. The lower bar
displays how much experience is needed to reach the next rank.
8) Weapon Armory Button: Brings up the Weapon armory screen where they can upgrade their
unlocked weapons.

Functionality for all lower buttons: Will glow and expand quickly when hovered over.
On moust roll out, will return and shrink to normal size. On mouse release, the button
will flash white twice.

Screen: The current UI will clear out, the Weapon Armory UI will fade in.
9) Perk Loadout Button: Brings up the Perk Loadout UI where they can view and equip perks,
and also view how much experience they need to reach elite status on perks. Players may have
empty Perk loadout slots.

Screen: The current UI will clear out, the Weapon Armory UI will fade in.
10) Kill Combo Loadout: Brings up the Kill Combo Loadout UI where they can view and equip
Kill combos. Player may not have an empty kill combo slot.

Screen: The current UI will clear out, the Weapon Armory UI will fade in.
11) Map / GO button (This button will be green to emphasize it's importance): Brings the
player to the Map screen where they can choose which area they want to play in.
46
Main Menu
NOTE: The position and style of the MENU are concepts and placeholders.
Style: Cinematic, simple, and clean. Illustrator will do the background art.
- Bottom boxes: Left - Adult Swim logo, Right - Ironzilla logo
- NOTE: Add in More Games at bottom of Credits.
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