The Game Design Document []

advertisement
Off the Grid
Experimental Game Design Fall 2008
Jim Kane: Artist, Designer, Assisting Programmer, Documentation
Alex Bianchi: Artist, Level Designer, Documentation
Robert Link: Sound/Music Developer
Sarah Lee: 3D Artist, Documentation
Amber McKown: Programmer
I. Artist Statement/Philosophy/The WHY Factor (why create this game? why would someone want
to play it?)
NOT a typical, side-scrolling platform game
Player creates their own path through level
Unique art style; mimics that of comic books
Appeals to comic book fans/readers especially
II. Predecessor or previous games/ distinctive factors in this genre

Comix Zone (arcade)
o comic book style characters and environments
o exaggerated sounds as words ("WACK!")
o beat-'em-up game, not a platformer
o criticized for being too hard and too short

Viewtiful Joe (GameCube, PS2)
o comic-like art/fighting style
o unique cel-shaded graphics
o intense gameplay
o action game
o received excellent reviews

Paper Mario (Nintendo 64)
o unique "paper world" style
o more RPG elements than platformer
o
received generally positive reviews

Kirby 64 (Nintendo 64)
o classic platformer
o innovative gameplay/character abilities
o playful, colorful art style

Jump Superstars (Nintendo DS)
o Comic Style Graphics
o Fighting Game staring Manga Characters
o Comic Panels used to affect the game in the lower screen
III. Target Audience
All Ages, Casual Gamers, Platformer Fans
Comic book readers
IV. Introduction & Story
The story begins as a mad scientist releases a virus through an entire power grid. As a result, it turns
all appliances attached to an outlet into evil appliances that will attack humans. However, despite having
all the appliances turn evil, a lone toaster is spared. That lone toaster is the only "good" appliance known
and is the main character in the game. The story then continues as the toaster must save itself by
breaking the evil appliances and eventually confront the Scientist who started it all to stop his "evil" plans.
<--- Spoilers and Planning past here --->
This story takes place in a sort of alternate future, I think. Somewhere there must be a world that
designed the power grid to carry information, and that's necessary for the virus to work. As well, let's write
the ability for the appliances to become sentient as a flaw in the rough nanotechnology that is used in
them- the tendency to go berserk like a 1950's b movie.
As well, this story currently is a very nice good vs. evil tale. Let's make it a bit more muddy. Spoilers:
The Scientist is the one who made the Toaster. The toaster's existence as a whole is directly related to
his snapping and mobilizing the world's appliances against humanity- specifically the humanity in the
AETAE (Academy o Electrical and Thinking Appliance Engineers), this world's kitchen appliance centric
version of the IEEE. His plan was initially to get back at them for rejecting his ideas, scorning him and
ruining his life.
Of course, like any good scientist, this puts him in mind for revenge. He pawned his Cleaner Burning
Toaster for the money for his ancient supercomputer, which he would spend a few years using to design
a virus that would send the hordes of light fixtures and mixers in a rage against the human machine. His
job as a designer of flashy consumerism may be done, but it was easy to use that degree to get into
management at the Hydro-electrical Plant that powers the entire North East.
What's worse is that he plans to ride out and be the savior of humanity when he uses an EMP Bomb to
destroy his own virus- after the world is sufficiently dystopian that he will not be questioned for
conveniently having military grade weapons the military couldn't even find.
Meanwhile, the toaster's story continues after he escapes the house. He knows what he must do- even
if he doesn't know why he must do it or why he knows it. (We should play with this somehow.)
The toaster's platforming adventures should reveal that while he is mostly surrounded by raging office
equipment that wants to staple his cord to the ceiling that he isn't alone. That there are more like him.
And then set that toaster oven's broiler to "Betrayal". :V
It might also be nice to explore some of the idea of "Good vs. Evil" considering it seems more like it's
Rational thinking toaster vs. Irrational behaving everything else than good vs. evil, though the player
probably will perceive it as good vs. evil anyway.
Most of the story will be told through animated cut scenes resembling reading a comic within the flash.
The toaster's story in pencil/ink/color, flashbacks in sepia of course.
V. Immediate and long term projected socio/cultural project impact
VI. Delivery System & Requirements
Flash, ActionScript 3
VII. Interface



Title screen: new game, continue, options, exit
Minimal on-screen HUD: # lives, health, power
Pause screen
VIII. User Interaction
Users interact with Off the Grid via keyboard. The arrow keys will be used to maneuver around the
screen while other keys will be used for special attacks (specific keys are to be determined).
IX. The World Layout
The world layout consists of a physical space. In Off the Grid, this space is held in different areas of
the kitchen.
X. Level Design



linear flow through the levels - can't go backwards
levels presented as "comic book issues" in a comic book series
each level has its own distinct feel
o themed levels
o color
o different enemies
 levels:
1. Kitchen
2. Office
3. Warehouse/Landfill?
4. Laboratory/Power plant?

interaction with objects in level:
o zip line
XI. Visualization- characters, flow charts,
Character Concepts:
Characters:
1. Player Character:
Name: The Toaster
Abilities:
Horizontal Movement
Jumping
Cord Abilities
As a Whip
As a Grapple
Bread Missiles
Toaster Strudels
Sneering with that face
Sound effect when taking damage
Physical Description:
Personality:
2. Non Player Characters:
Enemies:
Small Enemies:
Level 1 - Kitchen:
Ninja Blenders
Microwave
Roomba
Stove
Bosses:
Refrigerator (First Level)
Mad Scientist (Last Level?)
XII. Music/ Sound Design
Robert Link is the appointed Music/Sound Developer in the group.
sound effects:



collisions
explosions
breaking comic frames
XIII. Rules and Gameplay A. Setup, B. Gameplay, C. Scoring
A. Setup:
B. Gameplay: Each picture in the comic is a different scene in the game. A player can have the
toaster maneuver through any scene by breaking through the comic dividers. Going to a different picture
in the comic does not change storyline, it merely changes the way a player gets to the boss. Hence, a
player has full control over their path in gameplay.

power-ups:
o lightning bolts - fills power bar
o (health item)
o (extra lives)
o (ammo, bread, toaster strudels)
C. Scoring: There is no numeric scoring system. Success/failure is based on lives: when you run out
of lives, the game is over. The goal is to complete all levels.
XIV. Program Structure
XV. Technical Specs: Physics, Rendering System, Lighting Models
Doesn't require much in this. Platformer physics don't need a physics engine that much. Graphic
effects would be nice though to get the comic feel to its maximum.
XVI. Implementation
This game is implemented through the Adobe Flash engine and is written in ActionScript 3. The
engine will be handling all renderings, collisions, and will accept user input.
XVII. Production Timeframe
8Oc
t
13Oc
t
15Oc
t
20Oc
t
22Oc
t
27Oc
t
29Oc
t
3No
v
5No
v
10No
v
12No
v
17No
v
19No
v
27No
v
Phase III
Game
Prototype and
Formal Group
Presentation
Phase IV
Game Content
Phase V
Refinement
Phase VI
Further
Refinement
and Formal
Presentation
Phase VII
Project Work
Phase VIII
Final Project
Reviews &
Formal
Presentation
Phase IX
Perfected
Game &
Formal
Presentation
Modifications
to the Design
Document
Storyboard
Rules &
Gameplay
Storyline
Level Design
Music/Sound
Design
Characters
Game
implementatio
n
Testing &
Debugging
Breaking down into Milestones:
Milestone 1:
Finish Conversion of prototype code to ActionScript3
Start implementing all the player abilities, movement between panels, between pages, etc.
Base Sprites
Gameplay Finalized
Storyline, Storyboard
Level Design for Level 1 finished
Sound Effects for Player Character
Due: Oct 15
Milestone 2:
Enemy Animations Finished.
26No
v
1De
c
3De
c
Complete all player abilities, including movement between panels, between pages, all
possible actions.
Interface working. Pause Screen. Death Screen. Main Screen (turn on). If needed Loading
Screen.
Redraw the Intro page and implement in flash as an animation.
Player Health and Energy should be Implemented
Implement Storyline in Level
Level 1 Backgrounds Finished?
Begin Enemy AI Programming
Due: Oct 29
Milestone 3:
Effects: Explosions, Sound Effect Text, Word Balloons
All Game Elements should be implemented.
All Enemy Animations Completed
All Enemy Programming Complete
Level 1 Completely Implemented
Interface Finished
All Sound and Music Finished, Ready to be put in the game.
Have most sound placed in the game.
Due: Nov 12
Milestone 4:
Polish Polish Polish (Not Lithuanian)
Bug Fixes
Sure up any inconsistencies in the animation, story, or sound.
Due: Dec 1st
Milestone 5:
Hand in
Due: Dec 3rd
XVIII. Research
XIX. References
Making Comics by Scott McCloud
Download