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: 43 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 45 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.