Design Document

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Design Document
Created by: Steve Fawkner
Date: August 6th 2008
Updated by: Tim Randall
Date: September 5th 2008
© 2008 Infinite Interactive Pty. Ltd.
Index
Page 7:
 1.0 Overview
 1.1 Platforms
 1.2 Timeframe
 1.3 Engine
 1.4 Scope
 1.5 Goals
Page 8:
 2.0 Game Synopsis
 2.1 Setting Synopsis
Page 9:
 3.0 UI Synopsis
 3.1 Main Home Screen
 3.2 Gameplay View
 3.3 Playable Area
 3.4 Non-Playable Area
Page 10:
 3.5 Image of Playable and Non
Playable Area
 3.6 Beginning of an Office/Level
 3.7 Between Office/Level Screens
 3.8 Main Task Queuing
Page 11:
 3.9 Looking Underneath Notes
 3.10 Gameplay View No Tasks
Queued
Page 12:
 3.11 Gameplay View 5 Tasks Queued
 3.12 Gameplay View 8 Tasks Queued
Page 13:
 3.13 Gameplay View Elements
Page 14:
 3.14 Play Portrait
 3.15 Player Title and Name
 3.16 Player Level
 3.17 Status Bars
 3.18 Inventory
 3.19 Left and Right Inventory Scrolls
Arrows
 3.20 Tasks
 3.21 Demerit Stars
 3.22 Office/Level
 3.23 Clock
Page 15:
 3.24 Player’s Monitor
 3.25 Player Money
Page 16:
 4.0 Player Avatar
 4.1 Movement
 4.2 Movement Speed
 4.3 Holding Items and Objects
 4.4 Player Skills
Page 17:
 4.5 Gaining Levels
Page 18:
 4.6 Graph of Skill Bonuses
 4.7 Skills & Tasks
 4.8 Level and Titles
Page 19:
 4.9 Changes in Appearance
 4.10 Spending Skill Points
Page 20:
 4.11 Level Up View
 4.12 Level Up View Elements
Page 21:
 4.13
Powerdressing/Geekiness/Laziness/
Ingenuity/Stealth Icons
 4.14 Skill Up Button
Powerdressing/Geekiness/Laziness/
Ingenuity/Stealth
 4.15 Current Skill Level
Powerdressing/Geekiness/Laziness/
Ingenuity/Stealth
4.16 Reset Button
4.17 Accept Lever
4.18 Skill Points Remaining
4.19 Information
Page 22:
 5.0 Main Tasks
 5.1 List of Main Tasks
 5.2 Task Timer
 5.3 Acquiring a Main Task
 5.4 Beginning a Main Task
Page 23:
 5.5 Completing a Main Task
 5.6 Failing a Main Task
Page 24:
 5.7 Flowchart of a Main Task Cycle
Page 25:
 6.0 Email
 6.1 Starting an Email Task
 6.2 Email View
Page 26:
 6.3 Email View Elements
 6.4 Inbox
 6.5 New Message
 6.6 Message
 6.7 Old Message
Page 27:
 6.8 Message Contents
 6.9 Reply Button
 6.10 Close Button
 6.11 Performing an Email Task
 6.12 Reply View
Page 28:
 6.13 Reply View Elements
 6.14 Inbox
 6.15 Original Message
 6.16 Missing Words
Page 29:
 6.17 Player’s Reply
 6.18 Blank Message Space
 6.19 Send Button
 6.20 Dot Point Colours
 6.21 Sending an Email
 6.22 Dragging Missing Words
 6.23 Sending an Email
Page 30:
 7.0 Reports
 7.1 Starting a Report Task
 7.2 Performing a Report Task
 7.3 Dealing with Hindrances
 7.4 Multi-Tasking Reports
Page 31:
 8.0 Spreadsheets
 8.1 Starting a Spreadsheet Task
 8.2 Spreadsheet View
Page 32:
 8.3 Spreadsheet View Elements
 8.4 Missing Objects
 8.5 Performing a Spreadsheet Task
Page 33:
 9.0 Gossip
 9.1 Starting a Gossip Task
 9.2 Gossip Task Timer
 9.3 Chat Meters

9.4 Default Chat Meter Rate of Change
(no stealth skill)
 9.5 Performing a Gossip Task
Page 34:
 9.6 Failing a Gossip Task
 9.7 Multitasking Gossip Tasks
Page 35:
 10.0 Managerial Tasks
 10.1 Sleeping
 10.2 Using the Toilet
 10.3 Drinking Coffee
Page 36:
 11.0 Actions
 11.1 Flowchart of Chainable Actions
 11.2 Action Delay
Page 37:
 11.3 Illegal Actions
 11.4 Disabling
 11.5 Sleeping
 11.6 Drinking Coffee
 11.7 Retrieving
Page 38:
 11.8 Delivering
 11.9 Accessing PC
 11.10 Emailing
 11.11 Answering the Phone
 11.12 Gossiping
 11.13 Using the Toilet
 11.14 Using the Shredder
 11.15 Printing
 11.16 Refilling/Reloading the Printer
Page 39:
 11.17 Killing the Boss
Page 40:
 12.0 Player’s Desk
 12.1 Player’s PC
 12.2 Accessing the PC
 12.3 PC View
 12.4 Beginning a Task from the PC
 12.5 Multiple Tasks
 12.6 Player’s Phone
Page 41:
 12.7 Answering the Phone
 12.8 Talking on the Phone
 12.9 Player’s Chair
Page 42:
 13.0 Status Bars
 13.1 Energy Bar
 13.2 Bladder Bar
Page 43:
 14.0 Victory & Defeat
 14.1 Penalties
 14.2 Demerit Stars
 14.3 Failing to Answer the Phone
 14.4 Falling Asleep
 14.5 Wetting Pants
 14.6 Suffering a Caffeine Attack
Page 44:
 14.7 Giving an Incorrect Response
During a Boss Battle
 14.8 Earning 3 Demerit Stars
Page 45:
 15.0 Interactables
 15.1 Taskmasters and Co-Workers
 15.2 Items
 15.3 Objects
 15.4 List of Objects
 15.5 Level Components
Page 46:
 16.0 Items
 16.1 Inventory
 16.2 Acquiring Items
 16.3 Basic Item Types
Page 47:
 16.4 Items vs. Bosses
 16.5 Acquiring Boss Items
 16.6 Special Item Types/Boss Items
 16.7 Using Items
Page 48:
 17.0 Level Components
 17.1 Player
 17.2 Toilet
 17.3 Boss
 17.4 Your Desk
Page 49:
 17.41 Phone
 17.42 PC
 17.43 Chair
 17.5 Printers
 17.6 Stationary Cupboard
 17.7 Reception Desk
 17.8 Water Cooler
 17.9 Elevator
 17.10 Window with View Outside
Page 50:
 17.11 Empty Desks
 17.12 Desk with Co-Workers
 17.13 Coffee Machines
 17.14 Paper Shredder
 17.15 Pot Plants
 17.16 Rubbish Bins
 17.17 Boxes
 17.18 Cupboards
Page 51:
 18.0 Taskmasters
 18.1 Task Rate
 18.2 List of Taskmasters/Co-Workers
 18.3 Accountant
 18.4 Lawyer
 18.5 Secretary
Page 52:
 18.6 Server Administrator
 18.7 Cleaner
 18.8 Executive
 18.9 Receptionist
 18.10 Engineer
 18.11 Intern
 18.12 Boss
Page 53:
 19.0 Bosses
 19.1 Fighting the Boss
 19.2 Head-to-Head View
 19.3 Battle View
Page 54:
 19.4 Battle View Explanation
 19.5 Boss
 19.6 1st/2nd/3rd/4th/5th Responses
 19.7 Currently Highlighted Response
Page 55:
 19.8 Boss’s Speech
 19.9 Presentation
 19.10 Defeating a Boss
Page 56:
 20.0 List of Bosses
Page 57:
 21.0 Boss Battles
 21.1 Beginning a Boss Battle
 21.2 Presentation Sequences
 21.3 Wrecking the Boss
 21.4 Hitpoints
 21.5 Punishment
 21.6 Ending a Boss Game
Page 58:
 21.7 List of Boss Game Tasks
 21.8 Correct Responses
 21.9 Spreadsheets and Graphs
Page 59:
 22.0 Player Animations
 22.1 Idle Animations
 22.2 List of Idle Animations
 22.3 Action Animations
 22.4 List of Action Animations
Page 60:
 22.5 Item Animations
 22.6 List of Item Animations
Page 61:
 22.7 Response Animations
 22.8 List of Response Animations
Page 63:
 23.0 AI and Co-Worker Behavior
 23.1 Co-Worker Animations/Idle
Behavior
 23.2 List of Co-Worker
Animations/Idle Behaviors
 23.3 Taskmaster/Co-Worker Shared
Animations
 23.4 List of Taskmaster/Co-Worker
Shared Animations
Page 64:
 23.5 Taskmaster Behavior/Reactions
 23.6 Taskmaster Disable Animations
 23.7 List of Taskmaster Disable
Animations
Page 65:
 23.8 Taskmaster Animations
 23.9 List of Taskmaster Animations
Page 66:
 23.10 Individual Taskmaster
Animations
 23.11 Accountant Animations
 23.12 Lawyer Animations
 23.13 Secretary Animations
 23.14 Server Administrator
Animations
 23.15 Cleaner Animations
Page 67:
 23.16 Executive Animations
 23.17 Receptionist Animations
 23.18 Engineer Animations
 23.19 Intern Animations
Page 68:
 24.0 Other Animations


24.1 Level Component Animations
24.2 List of Level Component
Animations
 24.3 Miscellaneous Animations
Page 69:
 25.0 Progression
 25.1 Difficulty
 25.2 Added Components
 25.3 Change in Scenery/Office Space
Page 70:
 26.0 Hindrances
 26.1 List of Hindrances
 26.2 Toilet Becoming Engager
 26.3 Printer Running out of Ink
 26.4 Printer Running out of Paper
 26.5 Hindrance Icons
Page 71:
 27.0 Offices/Levels
Page 73:
 28.0 Task Completion Rate Per Office
(average)
 28.1 Average Time Spent Per Task
Page 74:
 29.0 Currency
 29.1 List of Currency Earned
Page 75:
 30.0 Events/Disasters
 30.1 List of Events/Disasters
 30.2 Probability of an Event Occurring
 30.3 List of Probabilities
Page 76:
 30.4 Firing an Event
 30.5 Resetting Event Probability
Page 77:
 31.0 Sounds and Sound Effects
 31.1 Ambient Sounds
 31.2 List of Ambient Sounds
Page 78:
 31.3 Alert Sounds
 31.4 List of Alert Sounds
 31.5 Action Sounds
Page 79:
 31.6 List of Action Sounds
 31.7 Item Sounds
 31.8 List of Item Sounds
Page 80:
 31.9 Level Component Sounds
 31.10 List of Level Component Sounds
 31.11 Taskmaster Sounds
 31.12 List of Taskmaster Sounds
Page 82:
 31.13 Disable Sounds
 31.14 List of Disable Sounds
 31.15 List of Miscellaneous Sounds
Page 83:
 32.0 Music
Page 84:
 33.0 Glossary
Page 89:
 33.0 Flowchart of Terms and
Relationships
 33.1 Interactables
Page 90:
 33.2 Tasks
1.0 Overview
Office Wars is a time-management game, similar in operation to Diner Dash, but with
a small amount of persistence, customization and some RPG elements added to it to
make it more engaging as the player progresses from level to level.
1.1 Platforms
Office Wars will be developed initially as a PC prototype with a small number of
playable levels.
1.2 Timeframe
The timeframe for development is short - 3 months. This will be broken down in the
following manner:
 2 weeks pre-production
 8 weeks production
 2 weeks testing and polishing
1.3 Engine
Office Wars will be developed in Third Wave’s 3D Warworlds engine.
1.4 Scope
In recognition of the fact that production time for the prototype is low, the vertical
slice of gameplay that will be provided will have the following limitations:





It will only showcase a portion of the main game, visible on a small number of
levels (to be determined).
Some front end will be in place and polished but some more advanced front
end screens may be missing or incomplete.
No multiplayer modes will be available.
Not all paths of gameplay that appear in the design document may be present
in the actual levels provided.
The meta-game will only have a rudimentary implementation, limited to a few
screens that hint strongly at its scope and purpose.
1.5 Goals


To complete a downloadable prototype in time for the last episode of this
season of Good Game that airs mid-November 2008.
To create a prototype of a game that could find its way to Wii, DS, XBLA,
PSP or PSN, as well as on PC.
2.0 Game Synopsis
The player is aiming to move up the corporate ladder by taking out those who stand in
his way (META GOAL).
To do this, he must accomplish a series of nested goals:
 The player must win a series of levels of increasing difficulty (META
TASKS)
 The player gains skills & power as he progresses (META REWARDS)
 A level is defeated by taking out the Boss who works on that level
(GOAL)
 To take out a Boss, the player must first disable all co-workers (SUB
GOALS)
 To disable co-workers, the player needs special items (REWARDS)
 To receive special items, the player must gain dollars (CURRENCY)
 The player gains dollars for successfully managing a series of time critical
tasks (MAIN TASKS)
 The player loses if neglects to perform certain side-tasks
(MANAGERIAL TASKS)
2.1 Setting Synopsis
The game is set in Wagglemax Corporation, a company that makes all manner of
technological widgets.
Wagglemax is headquartered in a massively tall corporate skyscraper. The player
begins at the bottom floor and gradually works his way towards the top where he can
finally fight the CEO.
Each floor in Wagglemax has a different layout, different types and combinations of
characters and different challenges.
A customization option will be provided to allow people to create their own levels and
rename the characters after the people in their own office.
3.0 UI Synopsis
The game UI itself must be very simple and accessible. Every action should be able
to be performed with a simple single point & click (for later inclusion of DS & Wii).
Clickable areas must also be able to be kept large (keep the Wii in mind).
Office Wars is run on a 3D engine, however the entire main gameplay area must be
kept on a single screen.
3.1 Main/Home Screen
The home screen is displayed at the beginning of the game and is how the player
begins the game, by either starting a new game, loading an existing one etc. This page
can be accessed at anytime during the game via the player’s computer within the
office.
The home screen is represented as the corporate homepage for Wagglemax.
Link
Register
Login
Company Info
Products
About Us
Jobs Page
Support
Purpose
Start the game.
Load a game.
Display the company hierarchy, with big red crosses over the pictures of the
bosses who have been eliminated. The player’s status on this list will change
as they work their way to the top.
Fluff, displays all the weird products that Wagglemax sells.
General fluff about the company, what they do, why they think they are great
(and consequently why you should dislike them) etc.
More fluff, descriptions of the not so great sounding jobs that they have
advertised.
Technical information, graphics, sound etc.
3.2 Gameplay View
Each office is displayed as a static background shown from a semi-birds eye
perspective, meaning that the camera never moves and the player is confined to the
screen much like in Diner Dash. This perspective is referred to as the GAMEPLAY
VIEW.
3.3 Playable Area
The GAMEPLAY VIEW is scaled in 50 pixels from the edge of each side of the
screen. Space inside this 50 pixel border is called the PLAYABLE AREA and the
space around it is the NON-PLAYABLE AREA.
3.4 Non-Playable Area
This space is represented as the frame of a computer monitor, to create the effect that
the player is looking at themselves through their computer screen. This also creates
space for tasks to queue (see 3.5 Main Task Queuing) and allows for cut off from TVs
for console. The NON-PLAYABLE AREA is always visible within the game (even
on main menus), to create the effect that the player is simply getting up off their PC
when they enter the main game.
3.5 Image of Playable and Non Playable Area
3.6 Beginning of an Office/Level
Each time a new office is started there is a pause of a couple of seconds as the
elevator opens and the player walks out and into the office. Control is then given to
the player and the office begins.
3.7 Between Office/Level Screens
When an office is completed, the player is seen walking into the elevator in order to
go up to the next office. A result screen is then shown, displaying a run down on the
tasks completed, the time they took and the currency earned. The company newsletter
is then shown with a headline detailing how the boss was just defeated and how the
‘rookie’ employee has been promoted along with other news and fluff about the
company etc.
The player then has the opportunity to spend skill points with the player’s view
switching to LEVEL UP VIEW (see 4.6 Spending Skill Points).
3.8 Main Task Queuing
As the player is assigned MAIN TASKS (see 5.0 Main Tasks) their screen will
become cluttered with Post-it notes representing each specific task. Notes will queue
from the bottom left hand corner of the screen up, filling up that side of the screen
before queuing on the right. This results in 4 notes on either side of the screen when
the player has the maximum of 8 tasks queued.
When a task is completed the corresponding Post-it note will have a big green tick
drawn over it and it will then disappear. When a task is failed a big red cross will be
drawn over the corresponding note and it will disappear.
Post-it notes will remain on screen regardless of the view the player is in, so if the
player access their PC or their email the notes will remain in place on their NONPLAYABLE AREA.
3.9 Looking Underneath Notes
Each Post-it note will slightly obstruct the player’s view of the PLAYABLE AREA.
However hovering over each individual note with the player’s mouse/WiiMote/Stylus
will make the note flip upwards revealing the covered area of the screen underneath.
3.10 Gameplay View No Tasks Queued
3.11 Gameplay View 5 Tasks Queued
3.12 Gameplay View 8 Tasks Queued
3.13 Gameplay View Elements




Player Portrait
Player Title and Name
Player Level
Status Bars
o Energy Bar








o Bladder Bar
Inventory
Left and Right Inventory Scroll Arrows
Tasks
Demerit Stars
o Filled Stars
o Empty Stars
Office Floor/Level
Clock
Player’s Monitor
Player Money
3.14 Player Portrait
The player’s portrait which is displayed next to their status bars, level, title etc.
3.15 Player Title and Name
The player’s current title (see 4.8 Level Titles) and their chosen name.
3.16 Player Level
The player’s current level.
3.17 Status Bars
Bars displaying the player’s current energy and bladder levels (See 13.0 Status Bars).
3.18 Inventory
Any ITEMS the player is holding are displayed here (see 16.1 Inventory).
3.19 Left and Right Inventory Scroll Arrows
Clicking these will scroll through the ITEMS the player currently holds in their
inventory (see 16.1 Inventory).
3.20 Tasks
Tasks are queued in order from 1st to 8th as displayed.
3.21 Demerit Stars
The player has 3 empty DEMERIT STARS at the beginning of each level. As he/she
earns DEMERIT these stars become filled.
3.22 Office/Level
The current office/level the player is on.
3.23 Clock
Displays the current game time, this counts upwards from 0.
3.24 Player’s Monitor
This is the frame of the player’s monitor which surrounds the GAMEPLAY VIEW.
Post-it notes from tasks will cover parts of it otherwise this area is entirely static and
non-interactable.
This is also known as the NON-PLAYABLE AREA (see 3.3 Non-Playable Area).
3.25 Player Money
Displays how much money the player currently has.
4.0 The Player Avatar
The Player Avatar is what the player uses to interact with the game and things within
it.
The prototype will have only one avatar, though ultimately many more will be
provided (possibly even customizable, or using Mii’s on the Wii).
4.1 Movement
The player moves around the office by clicking on INTERACTABLES (see 15.0
Interactables). All ACTIONS (see 11.0 Actions) within the game are controlled using
the mouse/Wiimote/Stylus.
4.2 Movement Speed
The player’s movement speed is proportional to their energy bar (see 14.1 Energy
Bar) however it will not drop bellow it’s starting value (meaning that movement
speed will remain at default even if the player’s energy drops below 50).
Movement speed increases 2% for every 1 point of energy, meaning that at 100% the
player moves at double the normal speed rate.
Energy Value
<=50
>50
Movement Speed Change
NONE
2% per energy
4.3 Holding Items and Objects
When the player picks up an OBJECT they will hold it in their hands. The player may
hold up to 2 OBJECTS of the same type (eg 2 reports) in their hands (one in each
hand). The player will always pick up OBJECTS with their right hand first, with the
second object held in their left. The player may not carry 2 OBJECTS of different
types at once.
OBJECTS cannot be simply dropped if they player wants to pick up something else.
If the player wishes to pickup a new object but their hands are full then they must
deliver the OBJECT(S) they are holding first. For example, if the player is holding 2
reports and they want to pick up an ink cartridge, they must deliver both reports to
their TASKMASTER before they can pickup the cartridge. However if the player
delivered 1 report and still had 1 in their hand they could pickup another report
because it is of the same type as the other OBJECT they are already holding.
When an ITEM is picked up it is immediately transferred to the player’s inventory
(see 16.1 Inventory). ITEMS can only be held in the player’s hands when the player
performs a disable (see 11.4 Disabling and 16.7 Using Items).
4.4 Player Skills
The Avatar has the following Skills, all of which affect one of the MAIN TASKS in
the game:
Skill
Icon
Powerdressing Tie
Purpose
Leveling up this skill will
give the player more time
to hand in reports.
This skill gives added time
when writing emails.
Geekiness
Glasses
Laziness
Bed
Makes your energy
decrease slower.
Ingenuity
Calculator
This skill adds time when
completing spreadsheet
tasks.
Stealth
Ninja Star
Allows more time to talk
with characters by making
their chat meter go down
slower.
Description
“Dress to impress! Time isn’t an
issue with report submission when
you look this good!”
“Appearance isn’t everything; all
that matters is how fast you can touch
type angry emails to the editor.”
“Sometimes you just don’t want to
get out of bed. For all those who
value a good night’s sleep.”
“Everything in life comes down to
statistics. Numbers and spreadsheets
are a piece of cake when your mind is
a living calculator.”
“Discover your inner ninja! Avoid
detection from those annoying coworkers you just can’t stand chatting
to!”
4.5 Gaining Levels
Each time the player levels up, they can choose one skill and add a point to it.
All skills start at 0.
For every point in a skill, a player gains +10% extra time in the MAIN TASK
associated with that skill.
In later levels, the MAIN TASKS will come faster & faster, thus the player will
require more time to complete them.
4.6 Graph of Skill Bonuses
4.7 Skills & Tasks
Skills map to the following tasks (see Main Tasks 5.0 and 10.0 Managerial Tasks):
 Powerdressing - Reports
 Geekiness –Emails
 Laziness - Sleep
 Ingenuity - Spreadsheets
 Stealth – Gossip
4.8 Level Titles
Each time a player levels up they will be given a more grand-sounding title as shown
in the table below:
Player Level
1
2
3
4
5
6
7
8
9
10
Title
“Maggot”
“Minion”
“Worker”
“Executive”
“Emperor”
4.9 Changes in Appearance
Leveling up the player’s skills will slowly change their appearance accordingly if they
are particularly dominate in one stat. The following table shows the changes in
appearance depending on the player’s stats.
Dominate Stat
Change in Appearance
Powerdressing Makes the player look very smart and
professional.
Geekiness
Makes the player look a bit nerdy,
slouch over / wear glasses etc.
Laziness
Makes the player look a bit
disheveled, sleepy.
Ingenuity
Makes the player look very neat.
Stealth
Makes the player look like a ninja.
4.10 Spending Skill Points
At the end of each level the player has the opportunity to spend any skill points earned
in the LEVEL UP VIEW. The LEVEL UP VIEW is shown to the player after the end
of level screens are shown (see 3.7 Between Office/Level Screens) when the player is
still in the elevator.
The player is shown from a first person view facing the elevator’s control panel. The
panel is used in order to spend skill points. There is a set of 5 ‘skill up’ buttons which
can be interacted with. Each button corresponds with the skill situated beside it. Also
beside each button is a counter which shows the player’s current level in the skill in
question.
The player can use the reset button in order to reset any changes they have made or
the accept lever in order to finalize any changes made. Once the accept lever is used
all changes are final and cannot be modified.
Once the player accepts any changes they will be progressed onto the next office.
4.11 Level Up View
4.12 Level Up View Elements











Powerdressing Icon
Geekiness Icon
Laziness Icon
Ingenuity Icon
Stealth Icon
Skill Up Button Geekiness/Laziness/Stealth/Ingenuity/Powerdressing
Current Skill Level Geekiness/Laziness/Stealth/Ingenuity/Powerdressing
Reset Button
Accept Lever
Skill Points Remaining
Information
4.13
Powdressing/Geekiness/Laziness/Ingenuity/Stealth
Icons
Informs the player that the set of elements directly beside the icon relate to the skill
represented on it.
4.14 Skill Up Button Powerdressing
/Geekiness/Laziness/Ingenuity/Stealth
Pressing this button will make the corresponding skill go up in value providing the
player has spare skill point(s).
4.15 Current Skill Level Powerdressing
/Geekiness/Laziness/ Ingenuity/Stealth
Displays the current level of the corresponding skill. This will change as the player
adds skill points to the corresponding skill using the skill up buttons.
4.16 Reset Button
Will reset any skill changes made during the current level up process.
4.17 Accept Lever
Will accept skill changes, these changes are final and cannot be changed once this
lever is used. Using this will make the lever move into the down position.
4.18 Skill Points Remaining
Displays how many skill points the player has left to spend
4.19 Information
Explains to the player how to use the level up panel.
5.0 Main Tasks
MAIN TASKS are duties that the player must perform within an office in order to
achieve his/her objective (take out his boss).
Each task (the player can have up to 8) has a time limit attached (TASK TIMER). If
the bar ticks down, the player earns a DEMERIT (see Victory & Defeat 14.0).
5.1 List of Main Tasks




Emails
Reports
Spreadsheets
Gossip
5.2 Task Timer
Each individual task has a TASK TIMER associated with it (with the exception of
gossip tasks, see 9.0 Gossip), which is the time given to the player to complete the
task before suffering a PENALTY (see 14.1 Penalties).
The default time available per task is 30 seconds. This is offset however by the
number of points the player has in the corresponding skill (see 4.4 Player Skills).
5.3 Acquiring a Main Task
MAIN TASKS are given by TASKMASTERS (see Taskmasters 18.0).
TASKMASTERS will assign tasks using the phone. The player simply answers the
phone (by clicking on it) to accept tasks. Failure to answer the phone results in a loss
of demerit (see 14.2 Demerit Stars).
When a task is acquired a Post-it note will flash and appear on the player’s screen
with the corresponding task and TASKMASTER shown on it (see 3.8 Main Task
Queuing).
If the player has reached their full capacity of 8 tasks queued then they can no longer
accept any more MAIN TASKS until they free up task space. They will however still
keep receiving calls from TASKMASTER and will lose DEMERIT as per usual for
not answering the phone.
5.4 Beginning a Main Task
Tasks automatically begin once they are acquired. The TASKMASTER who handed
out the task will appear at the corresponding location (eg: for gossip at the water
cooler) and the task’s TASK TIMER will begin to countdown. For example:
 The player’s phone rings.
 The player answers the phone.
 A spreadsheet task is given.
 A spreadsheet task is queued as a Post-it note on the player’s computer screen
 The task’s TASK TIMER begins and the co-worker appears somewhere in the
office (eg: at their desk).


To complete the task the player needs to access their PC and complete the
spreadsheet task (see 8.0 Spreadsheets).
The task is then complete.
5.5 Completing a Main Task
When a task is complete the player will earn currency with the amount being
dependant on how quickly the task was completed (see 26.0 Currency). When a task
is completed the co-worker will fade off the screen, but the same co-worker however
can still call the player to hand out more tasks until they are disabled.
5.6 Failing a Main Task
A task is failed if it is not completed in the allocated time (if the task’s TASK TIMER
runs out). A demerit star is given as a penalty if this happens. When a task is failed the
TASKMASTER will move off screen and may re-assign the task later in the level via
the phone as per normal.
5.7 Flowchart of a Main Task Cycle
The player’s phone rings
Answer
Don’t answer
A Taskmaster gives you a task
Gain half a demerit star
Taskmaster appears in the
office
Complete task
Taskmaster disappears.
Earn currency
Fail Task
Taskmaster disappears
Gain 1 demerit star
6.0 Email
Email tasks are tasks completed using the player’s computer. The difficulty of email
tasks are dependant on the player’s geekiness rating.
6.1 Starting an Email Task
To start an email task the player needs to click on their PC and choose the ‘Send
Email’ option.
6.2 Email View
When an email is started the player’s perspective switches to EMAIL VIEW. This
view will show an email client on the player’s screen. On the right hand side of the
view the inbox is shown, with the number of messages (email tasks) shown next to it
in brackets. To the right of the inbox are all the email tasks available to the player.
They are shown from newest to oldest, with new tasks shown with a green dot point,
tasks that have been active for an average amount of time shown with yellow dot
point and old tasks (tasks that need doing right away) shown with a red dot point.
Below this is a divider, which separates the message area. Here the currently selected
message is displayed. When the player wants to complete an email task they choose
the task/message they want by clicking on it in the top view and then hit the reply
button, which will open up the REPLY VIEW.
6.3 Email View Elements







Inbox and Number of Messages
New Message
Message
Old Message
Message Contents
Close Button
Reply Button
6.4 Inbox
The inbox displays the number of messages/email tasks the player currently has.
6.5 New Message
Messages displayed in green dot points are new messages and are shown at the top of
the message list. The message can be viewed by clicking it.
6.6 Message
Messages displayed in yellow dot points are messages that have been active for an
average amount of time. The message can be viewed by clicking it.
6.7 Old Message
Messages displayed in red dot points are old messages and are about to expire. The
message can be viewed by clicking it.
6.8 Message Contents
The contents of the message is displayed here.
6.9 Reply Button
The reply button is used to reply to a message in order to complete the task.
6.10 Close Button
This can be clicked in order to exit the EMAIL VIEW and return to GAMEPLAY
VIEW.
6.11 Performing an Email Task
The player chooses a message to reply to by clicking the message and then hitting the
reply button, this will open up REPLY VIEW.
6.12 Reply View
REPLY VIEW is the view the player sees when they are replying to an email. The
inbox still remains on the left hand side of the view, but to the right of that are 3 areas
separated by dividers. The top area displays the original message, the middle area is
the MISSING WORDS area, and below that is the player’s reply typed out with
specific words omitted which the player must fill in before hitting the send button to
complete the task.
6.13 Reply View Elements



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



Inbox
Number of Messages
Close Button
Original Message
Missing Words
Player’s Reply
Blank Message Space
Send Button
6.14 Inbox
This can be pressed at any time to return to EMAIL VIEW.
6.15 Original Message
The message being replied to is displayed here.
6.16 Missing Words
MISSING WORDS are words that are omitted from the player’s email response. The
player needs to drag the MISSING WORDS into its corresponding BLANK SPACE.
MISSING WORDS can be words that are spoken the same way but spelt differently
(eg: there, their and they’re) or sound similar (where and were).
MISSING WORDS can also give the player opportunity to create some really bizarre
emails by mixing and matching words.
6.17 Player’s Reply
The player’s reply is displayed here.
6.18 Blank Message Space
Missing words need to be dragged into these spaces to complete the email.
6.19 Send Button
Click this to send the message and complete the email/task.
6.20 Dot Point Colours
Dot Point Colour
Green
Yellow
Red
Time Remaining to
Complete Task (secs)
>30
<30
<10
The dot point’s colour for each individual message will change depending on how
long there is left to complete that task before DEMERIT is earned.
6.21 Filling in a Blank Space
BLANK SPACES are filled in by the player dragging the corresponding MISSING
WORD into the space using their mouse/WiiMote etc). Both correct and incorrect
matches can be dragged into a BLANK SPACE.
6.22 Dragging Missing Words
When a MISSING WORD is dragged into or near a BLANK SPACE it will snap into
that space. When a MISSING WORD is dragged away from a BLANK SPACE it will
snap out of it and back to the player’s pointer. If a MISSING WORD is dragged and
let go by the player outside of a BLANKSPACE it will return to the missing words
area (where it originally came from).
6.23 Sending an Email
If a message’s BLANK SPACES are filled in correctly the task can be completed by
hitting the send button. Once the email is sent the player will be returned to EMAIL
VIEW and the task will be completed and removed from the task queue.
If a message is entered incorrectly then the email will not send. The screen will shake
when this happens, informing the player that they have made a mistake (see 11.3
Illegal Actions).
7.0 Reports
Reports are very similar to tasks in Diner Dash. The player needs to print out a report
using their computer and then deliver it to their TASKMASTER. The difficulty of a
report task is dependant on the player’s powerdressing skill rating.
7.1 Starting a Report Task
To start a report task the player needs to click on their PC and choose the “Print
Report” option.
7.2 Performing a Report Task
Once a report has been sent to the printer, the player needs to go over to the printer to
retrieve (see 11.5 Retrieving) the report by clicking on the printer. The player will
then be shown picking up and holding the report. They then need to deliver (see 11.6
Delivering) the report to their TASKMASTER.
7.3 Dealing with Hindrances
The printer can run out of both paper and ink. A report will not print until the printer
has been refilled/reloaded. Once the printer is fixed then any reports currently queued
will print (see 24.0 Hindrances for more details).
7.4 Multi-Tasking Reports
It is possible to hold two reports at once (one in each hand). A player may print out as
many reports as they like. The last report printed out by the printer will always be the
first the player will retrieve. In this way if the player has two report tasks, then they
can print out both from their PC, retrieve them from the printer and then deliver them
both at the same time.
8.0 Spreadsheets
Spreadsheet tasks involve the player viewing spreadsheets of stock reports which will
detail whether or not any item of stock is missing. The player needs to then search the
office by looking behind or inside level components (eg: desk, plants etc) to find the
missing objects.
8.1 Starting a Spreadsheet Task
To start a spreadsheet task the player needs to click on their PC and choose the
“Complete Spreadsheet” option.
8.2 Spreadsheet View
When a player starts a spreadsheet task their perspective will switch to
SPREADSHEET VIEW. In this view they will see a spreadsheet displayed on their
computer screen. The spreadsheet will list a number of items (eg: a stock report) and
show how many units there are of each of these objects in the office, how many of
these objects are accounted for and how many are missing.
8.3 Spreadsheet View Elements


Missing Objects
Close Button
8.4 Missing Objects
These are the objects missing from the stock report which the player needs to find.
This list can consist of any OBJECT from within the game except reports (see 15.4
List of Obejcts).
8.5 Performing a Spreadsheet Task
The player needs to indentify which objects they need to find by viewing the
spreadsheet, then they have to leave their computer (press the close button on the
spreadsheet) and search the office for the MISSING OBJECTS. When a missing
object is found the player will hold it in their hand (see 4.3 Holding Items and
Objects). They need to take the object(s) to their TASKMASTER in order to complete
the task. The player is limited to carrying 2 OBJECTS at once, in which case they
may have to hand the objects over in several trips.
When all MISSING OBJECTS are accounted for and returned to the TASKMASTER
the task is completed.
9.0 Gossip
Gossip tasks involve the player talking to co-workers who are itching to chat around
the water cooler. The difficulty of gossip tasks is dependant on the player’s stealth
skill rating.
9.1 Starting a Gossip Task
When a gossip task is received over the phone, the TASKMASTER who gave the task
will appear at the water cooler along with a group of co-workers (the size of this
group depends on the difficulty of the task). The player needs to click on each of the
co-workers to begin chatting to them.
9.2 Gossip Task Timer
The TASK TIMER for gossip tasks works differently to other MAIN TASKS. Once a
gossip task is accepted, the player will instead be fighting against the CHAT
METERS of each co-worker at the water-cooler.
9.3 Chat Meters
Each co-worker at the water cooler has a CHAT METER (which is represented
visually by a bar hovering above their head), this meter represents their current
conversation satisfaction; the more satisfied they are the higher the meter is. The
CHAT METER is dependant on how long you spend talking to the specific coworker. If a co-worker at the water cooler is not being spoken to then their chat meter
will go down at a steady rate. It is the goal of the player to get all co-worker’s chat
meters to full.
The CHAT METER always begins at 50% for each co-worker (showing an average
satisfaction). When a chat meter gets to 100% then the co-worker is completely
satisfied and they will move away from the water cooler (fade off screen for
prototype).
9.4 Default Chat Meter Rate of Change (no stealth
skill)
Whilst Speaking
+20 per sec
Whilst Not Speaking
-10 per sec
Upping your stealth skill will make chat meters go down slower but not affect the rate
that they will go up.
9.5 Performing a Gossip Task
To perform a gossip task the player needs to go over to the water cooler and click on a
co-worker. This starts a conversation; once a conversation is started the co-worker
will begin talking to the player (represented visually by speech bubbles). At any time
the player can break the conversation by clicking on another co-worker or
interactable.
As a co-worker is spoken to their CHAT METER will go up, if the player breaks a
conversation then the co-worker’s CHAT METER will start to go down. It is the
challenge for the player to keep every co-worker’s chat meter above 0.
9.6 Failing a Gossip Task
A gossip task is failed if any co-worker’s CHAT METER hits 0.
9.7 Multitasking Gossip Tasks
It is possible to multi-task gossip tasks with other task as you like. It is possible to
start a gossip task then perform a number of other tasks. The gossip task will not
end/fail until a gossiping co-worker’s CHAT METER hits 0. For example, the player
could start a gossip task, begin chatting to co-workers then go to the toilet, the gossip
task will continue providing none of the chat meters hit 0 during the player’s absence.
10.0 Managerial Tasks
Managerial tasks are simply things the player needs to take care of in order to avoid
losing.
Managerial tasks are all automatically in place and operating. To control their
managerial tasks the player needs to do the following:

Sleep

Use the Toilet

Drink Coffee
10.1 Sleeping
Sleeping will increase the player’s energy bar (see 13.1 Energy Bar) by 50. Sleeping
will not cause a caffeine attack (see 14.6 Suffering a Caffeine Attack). If the player
has an energy value of or over 50 at the time of sleeping then sleeping will result in
bringing it to 99.
Sleeping is performed by clicking on the player’s chair at their desk and waiting for 5
seconds whilst their energy bar is replenished. Sleeping is represented visually by the
player snoozing on their chair. Time limits on other tasks will continue whilst
sleeping, meaning that the player must manage their sleep in with their other tasks.
10.2 Using the Toilet
To go to the toilet click on the toilet door when it is not engaged, the player will
disappear behind the door for 2.5 seconds whilst they release their bladder, resulting
in their bladder bar (see 13.2 Bladder Bar) going back down to 0.
10.3 Drinking Coffee
Drinking coffee will increase the player’s energy bar by 25 and their bladder bar by
10. Drinking coffee is performed by clicking on the coffee machine if there is one in
the office. Drinking is performed instantaneously.
11.0 Actions
ACTIONS are what the player performs in order to complete a MAIN or
MANAGERIAL TASK, eg: In order to give reports to their TASKMASTER (see
18.0 Taskmasters) the player must first access their computer (1st action), print out the
report (2nd action), retrieve the report from the printer (3rd action) and then hand the
report over to their TASKMASTER (4th action).
All ACTIONS within the game are controlled using the mouse for PC, WiiMote for
Wii, Stylus for DS.
Performable ACTIONS within the game are listed below:
 Disabling
 Sleeping
 Drinking Coffee
 Retrieving (from printer, stationary cupboard, coffee machine etc)
 Delivering (to co-worker, printer etc)
 Accessing PC
 Emailing
 Answering the Phone
 Gossiping
 Using the Toilet
 Using the Shredder
 Printing
 Refilling/Reloading the printer
 Killing the boss
11.1 Flowchart of an Action Chain
Access computer
Print out report
Retrieve report from printer
Hand over report to Taskmaster
11.2 Action Delay
When a player clicks on an INTERACTABLE (see 15.0 Interactables) they will
perform some form of ACTION (eg: if they click on their PC they will perform the
ACTION of accessing their PC). However the player will suffer an ACTION DELAY
should they not be situated next to the INTERACTABLE being interacted with. This
simply means that the player’s avatar will first move next to the object when it is
clicked on before the ACTION will be performed.
An example of this is when the player is at the stationary cupboard and clicks on their
phone. The player’s avatar will first move over to the phone before picking it up. The
time delay between the player clicking on the phone and the phone being picked up is
the ACTION DELAY.
11.3 Illegal Actions
ILLEGAL ACTIONS are ACTIONS that cannot be performed at a specific time. For
example, if the player has a full task queue of 8 tasks and their phone rings, they will
be unable to answer it until they free up their queue.
ILLEGAL ACTIONS are represented by the screen shaking for half a second.
11.4 Disabling
Enemies can be disabled with items. This will stop them from giving the player more
tasks for a certain period of time. Disabling is essential in order to progress within the
game and maintain a manageable number of tasks. An enemy will return to normal
once a certain amount of time (dependant on their difficulty) has past since they were
disabled, they will then begin giving tasks again as per usual.
If a TASKMASTER is disabled whilst they have task(s) queued for the player then
the task(s) will be removed from the player’s task queue.
Disabling is always represented in a graphic/animation of some kind, eg: Stapling an
executive’s tie to the desk is shown as well as him struggling to move etc.
11.5 Sleeping
Sleeping at your desk (see 10.1 Sleeping).
11.6 Drinking Coffee
Drinking coffee from the coffee machine (see 10.3 Drinking Coffee)
11.7 Retrieving
Retrieving is the process of gathering an INTERACTABLE (see 10.0 Interactables)
from someone/something. An example of performing a retrieving action is when the
player gathers paper from the stationary cupboard or a report from the printer.
Retrieving actions are performed by clicking on the INTERACTABLE itself or the
thing that it is being retrieved from (eg: stationary cupboard). The following actions
involve retrieving.
 Retrieving paper/ink from the stationary cupboard.
 Retrieving reports from the printer.
 Retrieving packages/items from the reception desk.
11.8 Delivering
Delivering is the process of giving an item/object to someone/something. An example
of performing a delivery action is when the player gives a report to a
TASKMASTER. Delivering actions are performed by clicking on the
INTERACTABLE that the object is being delivered to. The following actions involve
delivering:
 Delivering paper/ink to the printer.
 Delivering a report to a TASKMASTER.
 Delivering an object as part of a spreadsheet task for a TASKMASTER.
 Delivering paper to the shredder.
11.9 Accessing PC
In order to access the player’s PC the player needs to click on it. Emails, spreadsheet
and report tasks are begun using the PC. The Main/Home screen (see 3.1 Main/Home
Screen) can also be accessed from here.
11.10 Emailing
Emailing can be performed by first accessing the PC. The player sends an email by
completing a simple word matching task (see 6.0 Emails).
11.11 Answering the Phone
To answer the phone the player clicks on their phone when it rings. The player is
given a limited amount of time to answer the phone. MAIN TASKS are given via the
phone (see 12.6 Player’s Phone).
11.12 Gossiping
Gossiping is performed by clicking on co-workers who have gathered at the water
cooler (see 5.5 Gossip).
11.13 Using the Toilet
Going to the toilet (see 10.2 Using the Toilet).
11.14 Using the Shredder
To use the shredder the player must first obtain an item/object to shred (eg: paper).
They then click on the shredder to shred the item/object.
11.15 Printing
The printer is accessed via the player’s PC. To use the printer the player must first
have an object that requires printing (eg: a report). The printer will run out of paper
and ink from time to time and needs to be refilled. To retrieve a printed document
from the printer the player needs to click on the printer.
11.16 Refilling/Reloading the Printer
To refill/reload the printer with new paper/ink the player must first be holding the
paper/ink and then click on the printer to perform the action. The printer will be
refilled/reloaded instantaneously when this action is performed
11.17 Killing the Boss
Defeating the boss to finish the office (see 19.0 Bosses).
12.0 Player’s Desk
The player’s desk consist of 3 components:
 Player’s PC
 Player’s Phone
 Player’s Chair
12.1 Player’s PC
The Player’s PC is their main interface when completing tasks within the game. All
MAIN TASKS (with the exception of gossiping) are completed using the PC.
12.2 Accessing the PC
The player accesses their PC by simply clicking on it. When the player’s PC is
accessed their perspective will switch to the PC VIEW.
12.3 PC View
PC VIEW is the viewpoint the player sees when they access their PC. The
PLAYABLE AREA will change to show the player’s computer screen. PC VIEW
will open up to the menu screen with the following links:
Link
Home (Pause)
Send Email
Print Report
Complete Spreadsheet
Purpose
Return to the Wagglemax homepage (eg
Main/Homescreen) / Pause the Game
Begin an email task
Begin a report task
Being a spreadsheet task
12.4 Beginning a Task from the PC
Tasks begin by following the corresponding link from PC VIEW (see 6.0 Emails, 7.0
Reports and 8.0 Spreadsheets for specifics).
12.5 Multiple Tasks
If the player has multiple tasks of the one type available at once, then a sub menu of
all the tasks of that kind available will be displayed once the initial link (eg:
‘Complete Spreadsheet’, ‘Print Report’ etc) is followed, listed from oldest to newest.
‘Send Email’ however won’t open this submenu (as multiple emails can be chosen
from using the inbox).
For example the player has 2 report tasks; one was assigned by an executive and has
been active for 30 seconds whilst the other has just been given via the phone by a
lawyer. The player follows the ‘Print Report’ link. A submenu will open underneath
that link with the task assigned by the executive at the top of the list followed by the
one assigned by the lawyer. The player clicks on the first link and the task begins.
12.6 Player’s Phone
The player uses their phone in order to accept tasks. The phone will ring when a
TASKMASTER wants to assign a task. It will ring for 15 seconds or until answered,
if the player fails to answer the phone they will gain half a DEMERIT STAR.
12.7 Answering the Phone
To answer the phone the player needs to simply click on it. The phone can always be
answered providing it is ringing and the player does not have a full task queue of 8 (in
this instance the phone will ring but cannot be answered until the player frees up their
task queue). Trying to answer the phone with a full task queue will result in the screen
shaking informing the player that this is an ILLEGAL ACTION (see 11.3 Illegal
Actions).
12.8 Talking on the Phone
The player never talks on the phone, they will instead listen for 1 second whilst the
TASKMASTER spurts out gibberish at a million miles an hour. Once the
TASKMASTER is done talking the task is acquired (see 5.3 Acquiring a Task).
When a TASKMASTER is talking over the phone their avatar will be displayed
above the phone in a speech bubble popup.
12.9 Player’s Chair
The player’s chair is used in order to sleep (see 10.1 Sleeping).
13.0 Status Bars
There are two Status Bars attached to the player:
Status Bar
Energy Bar
Bladder Bar
Starting
Value
50
0
Rate of
Change
-0.5 per sec
+1 per sec
Icon
Bar Colour
Coffee
Toilet
Blue
Yellow
Each status bar has a minimum value of 0 and a maximum of 100. Each status bar will
reset at the beginning of a new office.
13.1 Energy Bar
Your energy bar begins at 50% and goes down 0.5 energy every 1 second, meaning
that unless you drink coffee or sleep at your desk you will fall asleep after 100
seconds of time has past (see 14.4 Falling Asleep). Your energy bar is proportional to
your movement speed; the higher your energy bar is the faster you character will
move around the office, the lower it is and the slower they will move (see 4.2
Movement Speed).
It is then ideal to keep your energy bar high, however if it gets to 100 then your player
will suffer a caffeine attack (see 14.6 Suffering a Caffeine Attack). If the player’s
energy bar reaches 0 then they fall asleep.
13.2 Bladder Bar
The bladder bar begins at 0 and goes up 1 point every second of game time. If it
reaches the top, you wet yourself and get a DEMERIT STAR (see 14.5 Wetting
Pants). Coffee will make it go up faster. Trips to the toilet will make it go back down
to 0.
14.0 Victory & Defeat
You win by taking down the boss. You lose if you get 3 DEMERIT STARS.
14.1 Penalties
The player will suffer penalties when they fail a MAIN TASK or a MANAGERIAL
TASK. This will be represented by the player being given DEMERIT STARS.
14.2 Demerit Stars
These are generated from failing a MAIN TASK in the time available, or from failing
to complete a MANAGERIAL TASK in the time available. A player can also earn
DEMERIT during BOSS BATTLES (see 21.0 Boss Games). A player can be awarded
both half and full demerit stars.
The player is given demerit stars for failing in either of the following tasks:

Failing to Answer the Phone

Falling Asleep

Wetting Pants

Suffering a Caffeine Attack

Giving an Incorrect Response During a Boss Battle
14.3 Failing to Answer the Phone
Failing the answer the phone will result in a half demerit star penalty.
14.4 Falling Asleep
Falling asleep occurs when your energy bar reaches 0, when this happens the player
will lose control of their avatar for a total of 1.5 seconds. The player will be shown
collapsing on the floor and then sleeping briefly before waking up. This costs the
player one DEMERIT STAR. The player’s energy bar will then return to 50.
14.5 Wetting Pants
The player will wet themselves when their bladder bar is full, when this happens the
player will lose control of their avatar for 1.5 seconds. The player will be shown
wincing in pain as they attempt to hold it briefly. A wet patch will then appear around
their groin and they will look red faced but somewhat relieved. The player’s bladder
bar will then return to 0.
14.6 Suffering a Caffeine Attack
The player will have a caffeine attack when their energy bar is full, when this happens
the player will lose control of their avatar for 1.5 seconds. The player will be shown
wide eyed and holding their head as they have a fit, twisting around all over the place
frantically. This costs the player one DEMERIT STAR. The player’s energy bar will
then return to 50.
14.7 Giving an Incorrect Response During a Boss
Battle
A player will earn half a DEMERIT STAR for giving an incorrect response during a
boss battle. See 19.0 Bosses and 21.0 Boss Games for more detail.
14.8 Earning 3 Demerit Stars
If the player earns 3 DEMERIT STARS they fail the office. They will have to retry
the office from the beginning of the level.
15.0 Interactables
Interactables are things that the player can interact with, these include:
 Task Masters/Co-Workers
 Items
 Objects
 Interactable Level Components
15.1 Taskmasters and Co-Workers
People within the office (see 18.0 Taskmaster).
15.2 Items
Items that can be used by the player to perform disables (see 16.0 Items).
15.3 Objects
OBJECTS are simply things that can be picked up and used but not in the same way
as ITEMS (eg: can’t be used to disable). An example of an object is the paper used in
the printer.
15.4 List of Objects









Ink Cartridges
Paper
Coffee
Reports
Cups
Hole Punchers
Sticky Tape
Note Pads
Cleaner’s Broom
15.5 Level Components
Level Components are stationary objects within levels that can be interacted with by
the player. An example of a level component is the printer.
See 17.0 Level Components for detailed descriptions
16.0 Items
ITEMS are used to disable co-workers and to defeat bosses. Each co-worker and boss
has a specific ITEM that they are weak against and can be used to disable them. A
humorous image should be shown when a co-worker is disabled.
All ITEMS are once off use only.
16.1 Inventory
ITEMS are stored in the player’s inventory. The player may carry any number of
ITEMS at the one time in their inventory, but only have one in their hand at any given
time (see 4.3 Holding Items and Objects).
Up to 3 Items can be displayed to the player at the one time in their inventory, with
any excess ITEMS viewable to the player by using the scrolling arrows. ITEMS are
automatically selected for the player when they click on a TASKMASTER to perform
a disable.
16.2 Acquiring Items
ITEMS are delivered as packages to the reception desk. ITEMS are purchased with
currency (see 26.0 Currency). When an ITEM is purchased the player will lose the
corresponding amount of currency.
When a package is opened the ITEM is revealed much in a similar way to when one is
obtained in the Legend of Zelda series. The enemy with which the ITEM can be used
on will also flash once to alert the player as to how to use it.
Only one ITEM will appear at the reception desk at a time. Every 15 seconds there is
a 25% chance of an ITEM appearing at the reception desk, assuming the player has
enough money to afford it. An ITEM will also not appear if there is already one of
that type in the level (eg: in the player’s inventory). Each level has its own specific
ITEM loot table, meaning that only ITEMS that are relevant to that particular office
will become available.
When an ITEM is acquired it will automatically be sent to the player’s inventory.
16.3 Basic Item Types
Item
Laxatives
Poison
Scissors
Hammer
Rubber Spider
Computer Virus
(represented as
a USB key)
Super Glue
Stapler
Price (dollars)
100
200
250
250
300
400
400
500
Usage
Spike drink
Poison the water cooler.
Cut hair
Smash objects (calculator)
Put in desk.
Send a virus to someone’s computer
Put super glue on phone.
Staple ties to desk
16.4 Items vs. Bosses
Once the necessary item is acquired to defeat a boss the player can fight him/her (see
19.0 Bosses). Animations of boss’s being defeated should be more spectacular than
defeating the average co-worker.
16.5 Acquiring Boss Items
BOSS ITEMS do not cost currency like normal ITEMS; instead BOSS ITEMS
become available at the reception desk once the player has acquired a net amount of
currency in the office. When a BOSS ITEM becomes available it will always be the
next ITEM that shows up at the reception desk.
16.6 Special Item Types/Boss Items
Item
Rubber Chicken
Letter Opener
Fountain Pen
Elastic Band
Cricket Bat
Net Currency
(dollars)
600
800
1200
1500
2000
Katana
Rail Gun
Usage
Beat boss with chicken.
Stab boss in the eye.
Stab boss in the heart.
Flick in boss’s eye.
Whack boss’s head in.
Chop boss’s head off.
Shoot the boss’s head off.
16.7 Using Items
Items are used by clicking on the corresponding TASKMASTER in order to perform
the disable. When this happens the ITEM will be automatically selected into the
player’s hand and the disable will be performed.
Once an ITEM is used it will disappear from both the player’s hands and their
inventory.
17.0 Level Components
Each level is made up of a number of simple components. All components are
INTERATABLE (see 15.0 Interactables) unless otherwise noted.
Compulsory Components:
 Player
 Toilet
 Boss
 Your Desk (+ Phone + PC + Chair)
 One or more Printers
 One or more Stationery Cupboards
 Reception Desk
 Water Cooler
 Elevator
 Window with view outside
Optional Components:
 Empty Desks
 Desks with Co-workers
 Coffee Machines
 Paper Shredder
 Pot Plants
 Rubbish Bins
 Boxes
 Cupboards
.All components are stationery except for the player.
17.1 Player
The player is the user’s avatar on screen and is what they use to interact with things
within the game
17.2 Toilet
The player enters the toilet and will remain behind its door for a period of time whilst
they empty their energy bar. Co-workers will also enter the toilet, meaning it will be
engaged from time to time and out of use (see 24.2 Toilet Becoming Engaged).
17.3 Boss
Every office contains a unique boss and it is the META GOAL of each level to
eliminate him/her (see 19.0 Bosses for more detail).
17.4 Your Desk
Your desk contains the primary tools in order to complete tasks within the game.
Every office contains a desk for the player.
Equipment included at or on your desk:
 Phone


PC
Chair
17.41 Phone
Your phone is located on your desk. See 12.6 Player’s Phone for details
17.42 PC
Your PC is located on your desk, it is the player’s primary interface to the rest of the
game. See 12.1 Player’s PC for details.
17.43 Chair
The player uses their chair to sleep. To sleep, click on your chair. The longer you
sleep the greater your energy bar will decrease.
17.5 Printers
Printers are used to print out reports, to use a printer you must access your PC.
Printers will sometimes run out of paper and or ink (See 26.3 Printer Running out of
Ink and 26.4 Printer Running out of Paper) in which case the player must go to the
stationery cupboard to get more paper and reload the printer. Offices may contain one
or two printers.
17.6 Stationary Cupboard
The stationary cupboard contains paper and ink cartridges and is accessed in order to
refill the printer should it run out of either of the two items. Offices may contain one
or two stationary cupboards.
17.7 Reception Desk
The reception desk is located at the front of the office and is where ITEMS are
delivered to for the player. Every office contains a reception desk.
17.8 Water Cooler
The water cooler is where the player begins gossip tasks (see 9.0 Gossip). Co-workers
will appear around water cooler to chat, the player is required to click on them and
listen to their conversation for a period of time to complete the task. Every office
contains a water cooler.
17.9 Elevator
The player comes out of the elevator when they begin an office and enter it when
leaving/finishing one. The elevator is not INTERACTABLE.
17.10 Window with View Outside
Each office will contain at least one window which will show the view outside. This
acts as a visual representation of how high up the skyscraper the player currently is.
Windows are not INTERACTABLE.
17.11 Empty Desks
Empty desks within the office. The draws of these desks can be searched through for
spreadsheet tasks (see 8.0 Spreadsheets).
17.12 Desks with Co-Workers
Desks that co-workers within the office sit at.
17.13 Coffee Machines
Coffee machines are used to drink coffee which will increase your bladder and energy
bars. To access a coffee machine click on it. Offices may or may not contain a coffee
machine.
17.14 Paper Shredder
Paper shredders are used to shred documents/paper. To access a paper shredder the
player must first obtain an OBJECT to shred and then click on the paper shredder.
Offices may or may not contain a paper shredder.
17.15 Pot Plants
Pot plants placed around the office, can be searched through/behind.
17.16 Rubbish Bins
Rubbish bins placed around the office, can be searched through.
17.17 Boxes
Boxes placed around the office, can be searched in.
17.18 Cupboards
Cupboards placed around the office, can be searched through.
18.0 Taskmasters
TASKMASTERS are co-workers who give MAIN TASKS (see 5.0 Main Tasks).
18.1 Task Rate
Each TASKMATER has a 10% chance to hand out a task to the player every 15
seconds. This is known as the TASK RATE.
18.2 List of Taskmasters
Profession
Sex
Demeanor
Dress
Task
Difficulty
Accountant
M
Logical
Suit
Spreadsheets
Medium
Lawyer
F
Suit
Reports
Hard
Secretary
Server
Administrator
Cleaner
F
M
Executive
M
Receptionist
F
Engineer
M
Strong
Willed
Ditzy
Nerdy,
Sarcastic
Quiet,
Lonely
Domineering,
Evil
Bright,
Colourful
Logical
Intern
Boss
M
M
****
Enthusiastic
****
Skimpy Spreadsheets
Plain,
Emails
Mangy
Plain,
None
Dirty
Very
Reports
Formal
Neat,
Gossip
Casual
Shirt,
Emails
Tie
Casual
Gossip
****
****
Medium
Hard
Easy
Item
Way to
Required
disable
to Disable
Boots
Break his
calculator.
Super
Put super glue
Glue
on her phone.
Scissors Cut her hair.
Computer Send a virus to
Virus
his computer.
None
Break his mop
Hard
Stapler
Medium
Poison
Medium
Rubber
Spider
Laxatives
****
Easy
****
Staple his tie to
the desk.
Poison the
water cooler
Put rubber
spider in desk.
Spike his drink
****
****Unique to each level
18.3 Accountant
Accountants dress smart and always neat. They love crunching numbers and give the
player SPREADSHEET tasks. To disable an accountant the player needs to break
their precious calculator, without it they are nothing.
18.4 Lawyer
Lawyers are very by the book, they believe in rules and order. They wear a suit and
will give the player REPORT tasks. To disable a lawyer player needs to coat her
phone in superglue so it will stick to her ear when she answers uses it.
18.5 Secretary
Secretaries like to dress to impress the higher-ups. They will have the player perform
SPREADSHEET tasks for the boss. To disable the secretary the player needs to cut
her hair, sending her running away in tears.
18.6 Server Administrator
Server Administrators dress plain and a bit disheveled however they have strong
power within Wagglemax. They will give the player EMAIL tasks. To disable the
server administrator the player needs to send a virus to his computer.
18.7 Cleaner
Cleaners are an easy opponent, they are more of a nuisance than a real problem. They
dress in plain and dirty clothes. Cleaners do not give out tasks but instead get in the
way of the player’s path and block them for a few seconds. Occasionally the cleaner
will put down their mop, the player can then disable them by taking their mop and
breaking it. No item is required to disable cleaners.
18.8 Executive
Executives are a very tough opponent. They dress in expensive suits and love pushing
people around. They give the player REPORT tasks and can be disabled by stapling
their tie to a desk.
18.9 Receptionist
The receptionist dresses smart and there is one in every office. She gives gossip tasks
and can be disabled by poisoning the water cooler.
18.10 Engineer
Engineers dress smart and wear a shirt and a tie. They give email tasks and are
disabled by putting a rubber spider in their desk.
18.11 Intern
Interns are enthusiastic and excited about being at Wagglemax. They give gossip
tasks and can be disabled by spiking their drink with laxatives.
18.12 Boss
There is a boss in each office and they are unique to that level (see 14.0 Bosses).
19.0 Bosses
Each boss is unique to an office; they have specific traits and mannerisms and will
give out a range of MAIN TASKS (see 5.0 Main Tasks). Each boss can be fought by
first obtaining a special BOSS ITEM (see 16.0 Items and 16.3 Items vs. Bosses).
19.1 Fighting the Boss
A boss can be fought once the player has obtained the required BOSS ITEM (see 16.0
Items and 16.3 Items vs. Bosses). When a boss is fought the player’s perspective is
switched to a HEAD-TO-HEAD VIEW and all remaining tasks in progress (both
MAIN and MANAGERIAL TASKS) are removed, status bars also stop moving,
DEMERIT is however carried over. The player will then take on the boss in a BOSS
BATTLE (see 21.0 Boss Battles).
19.2 Head-to-Head View
The HEAD-TO-HEAD VIEW will switch player perspective to show a short 4 second
animation of their avatar going head-to-head with the boss they are fighting (similar
to the beginning of a fighting game such as Street Fighter). The view will then switch
to BATTLE VIEW.
19.3 Battle View
BATTLE VIEW shows the boss standing in front of a PowerPoint presentation
displayed on a projector. With any player responses shown at the bottom of the
player’s view.
19.4 Battle View Explanation














Player Level
Player Portrait
Player Title and Name
Filled Demerit Stars
Empty Demerit Stars
Boss
1st Response
2nd Response
3rd Response
4th Response
5th Response
Presentation
Currently Highlighted Response
Boss’s Speech
19.5 Boss
The boss, his/her manner will change depending on how many hitpoints they have left
(see 21.5 Hitpoints).
19.6 1st/2nd/3rd/4th/5th Reponses
The responses available to the player (for Correct Response sequences only, see 21.8
List of Boss Games and 21.9 Correct Responses).
19.7 Currently Highlighted Response
The response that is currently selected by the player (for Correct Response sequences
only).
19.8 Boss’s Speech
What the boss is saying is displayed here
19.9 Presentation
The boss’s PowerPoint presentation is displayed here.
19.10 Defeating a Boss
A boss is defeated by beating him/her in a BOSS BATTLE. When a boss is defeated
they will drop to their hands and knees and beg the crowd to stop booing them. The
player then uses their BOSS ITEM to defeat the boss who is shown comically being
killed.
20.0 List of Bosses
Level
1
2
3
4
5
6
7
8
9
10
Name
Title/Position
Supervisor
CEO
Sex
Demeanor
Primary
Stat/Trait
Tasks
Boss
Game
Weakness/Item
Required to Kill
Rubber Chicken
Letter Opener
Fountain Pen
Elastic Band
Cricket Bat
Katana
Railgun
21.0 Boss Battles
BOSS BATTLES involve the player taking on their boss in the final sequence of each
level. They require the player to outwit and outsmart their boss by pointing out floors
in his/her presentation to the board.
BOSS BATTLES are loosely based off of ‘Monkey Kombat’ or ‘Insult Sword
Fighting’ from Monkey Island.
21.1 Beginning a Boss Battle
BOSS BATTLES begin at the start of the board meeting when the boss begins his/her
presentation. The boss will talk during the presentation, with his/her speech divided
up into a series of speech bubbles, displayed one at a time. The player simply needs to
click their mouse in order to skip to the next section of text/speech bubble (much in
the same way as speech is handled in Puzzle Quest). There are no time restrictions on
the player when involved in a BOSS BATTLE.
When the boss has finished talking the player will be presented with a task chosen
from the list of boss games (see 21.7 List of Boss Games).
The BOSS BATTLE is made up of a series of these sequences; the boss talks for a
short period of time then the player is presented with a task. These individual
sequences are referred to as PRESENTATION SEQUENCES.
21.2 Presentation Sequences
Each PRESENTATION SEQUENCE will last around 3-4 sections of text/speech
bubbles. The answer to each individual boss game can be found from its
corresponding PRESENTATION SEQUENCE
21.3 Wrecking the Boss
WRECKING THE BOSS is the process of correctly pointing out the floors in his/her
presentation. Each time the boss is WRECKED he/she will be shown becoming
angrier and the other employees in the room will point and laugh.
21.4 Hitpoints
Each boss has a specific number of hitpoints, every time they are WRECKED by the
player they will lose 1 hitpoint. The boss’s hitpoints aren’t shown to the player,
however his/her damage will be shown visually by how angry they look. The angrier
they get the closer they are to defeat.
21.5 Punishment
If the player gives the wrong answer they will lose half a DEMERIT STAR and the
other co-workers in the meeting will boo and jeer him/her.
21.6 Ending a Boss Battle
A BOSS BATTLE will end when the boss’s hitpoints drop to 0 or if the player earns 3
DEMERIT STARS.
21.7 List of Boss Game Tasks


Correct Responses
Spreadsheets and Graphs
21.8 Correct Responses
In this task the player will be presented with 5 responses/comments to make in reply
to the boss’s presentation. The player needs to choose the correct response in order to
WRECK THE BOSS.
The correct response is found by the player paying attention and finding the
contradiction in what the boss has said.
21.9 Spreadsheets and Graphs
In this task the boss will show a spreadsheet or graph as part of their presentation. The
player needs to circle the floor or inconsistency in what the boss is showing. Typically
a number will not add up or there may be a spelling error.
On Wii and DS the player uses the WiiMote and Stylus respectively to circle the
inconstancy. On computer the player can simply click on the inconsistency using the
mouse.
22.0 Player Animations
Animations performed by the player come under the following categories:
 Idle Animations
 Action Animations
 Item Animations
 Response Animations
22.1 Idle Animations
Idle animations are animations the player performs when idle.
22.2 List of Idle Animations
Animation
Idle 1
Idle 2
Idle 3
Idle 4
Idle 5
Idle 6
Estimated
Length (secs)
0
0.5
0.5
1
1
0.5
Description
Stand still
Scratch head
Brush self off
Stretch
Yawn
Check Watch
22.3 Action Animations
Action animations are animations the player performs when performing an ACTION.
22.4 List of Action Animations
Animation
Sleeping
Estimated
Length (secs)
5
Drinking Coffee
0.5
Opening Cupboard
0.25
Delivering Object
0.25
Searching through Level
Component
0.5
Description
The player sits down on their
chair (1 sec) and begins to sleep
(3 secs), with their head right
back and mouth opening and
closing as they snore
(exaggerated). The player then
wakes up and quickly stands
and stretches (1 sec).
Puts cup up to mouth and takes
one gulp then lowers hand/cup
back to resting position.
Uses both hands to open both
doors.
Hands over object with same
hand holding it.
Uses hands to rummage
through level component,
player looks down at what they
are searching through.
Opening Door
Answering Phone
0.25
0.5
Accessing PC
Get up from PC
Gossiping
0.5
0.5
3
Picking up an Interactable
0.5
Running/Moving
Press Button (eg elevator
button)
1
0.5
Uses right hand to open door.
Uses right hand to pick up
phone and hold it to ear.
Sit down at PC.
Stand up off PC chair.
Loop-able animation, player
nods and smiles as co-worker
talks. Looks interested.
Player bends down and picks up
object/item with right hand.
Loop-able running animation.
Player presses button with right
hand.
22.5 Item Animations
Item animations are animations the player performs when using an ITEM.
22.6 List of Item Animations
Item Used/Animation
Laxatives
Estimated Length
(secs)
2
Poison
2
Rubber Spider
2
Computer Virus
2
Super Glue
2
Scissors
1
Boots
2
Description
Player looks around from side to
side to check if the coast is clear
before dropping tablet into
coffee mug, looks cheeky. Tablet
needs to be clearly visible in
player’s hand so it’s obvious
what is going on (large tablet).
Same as above but using a liquid
dropper to drop 2 drops into
water cooler.
Same as above but opens desk
draw and drops rubber spider
inside.
Same as above but puts USB key
into Computer Admin’s
computer.
Same as above but player
wipes/paints glue onto phone
then puts it back.
Grabs hair from behind and
snips a big chunk off in one
motion. Big smile on player’s
face.
Grabs calculator, throws it on the
ground and stamps on it with a
big wind up before grinding it
into the ground. Big smile on
player’s face.
Stapler
1
Rubber Chicken
2
Letter Opener
1
Fountain Pen
2
Elastic Band
3
Cricket Bat
2
Katana
2
Rail Gun
3
Player grabs tie and yanks it
towards desk with left hand and
staples it to the desk with right
hand. Quick, one motion.
Player hits boss over the head,
using chicken like a club. Hits
head 3 times.
Player quickly and forcefully
shoves letter opener into boss’s
eye in one motion.
The player makes 3 jabs into the
boss’s heart with the pen,
leaving the pen inside him after
the 3rd jab.
Player puts left index finger
inside elastic band and pulls it
right back with his right hand,
pauses briefly (hands shake from
tension) then lets go. Elastic
band flies into boss’s eye.
Player swings bat like a club and
hits boss over the head from
behind.
Player quickly and swiftly
swings katana and chops off
boss’s head. Pauses briefly in
pose once swing is complete.
Charges up gun, gun shakes as it
charges (2 seconds) then fires.
Incinerating the boss. Player
pauses briefly after shot is fired.
22.7 Response Animations
Response animations are animations the player makes in response to something (eg:
finishing a task).
22.8 List of Response Animations
Animation
Complete Task
Estimated Length
(secs)
1
Fail Task/Earn Demerit
1
Finish Office
4
Description
Player gives big thumbs up and
grins, looks towards actual player.
Player looks guilty, “Oops” like
expression.
Player bows graciously 3 times
before smiling and waving (facing
straight ahead/looking at actual
player). Flowers thrown onto
screen.
Caffeine Attack
1.5
Wet Pants
1.5
Fall Asleep
1.5
Perform Disable (after
Item Animation has
played).
Find Item
1
1
Player is wide eyed, pulls at hair
and shakes head from side to side
extremely fast.
Player winces, a wet patch grows
on their crotch and they look
embarrassed/red faced.
Player collapses in a heap head
first on the floor before waking up
and rubbing head.
Player laughs, looks proud (hands
on hips).
Player triumphantly holds item up
in the air.
23.0 AI and Co-Worker Behavior
AI will be limited to non-existent in the Office Wars prototype. Co-workers will not
wonder around the office but instead appear in a specific place around the level in
order to be interacted with eg: co-workers who wish to gossip will appear at the water
cooler, they won’t walk there themselves. Co-workers who have been disabled or
defeated will play their animation (eg: tie being stapled to a desk) and then flash off
screen.
23.1 Co-Worker Animations/Idle Behavior
Co-workers in the office will be shown typing at their desk, answering their phones
etc in order to add a believable ambience and activity to each office. Each idle
animation is chosen and performed at random.
23.2 List of Co-Worker Animations/Idle Behaviors
Animation
Typing on Keyboard
Estimated
Length (secs)
1
Description
Type on keyboard, loop-able.
Drink from Coffee
Mug
1
Drink from mug.
Answer Phone
2
Answer phone and talk briefly.
Stretch
Scratch Head
Yawn
Fall Asleep and
Wake Up
Sleep / Snore
1
1
2
2
Play the Drums with
Pens on their desk
Make and Fly a
Paper Airplane
2
Stretch, exaggerated.
Scratch head.
Long exaggerated yawn.
Slowly close eyes and lower head, when
head reaches desk jump up and look alert.
Loop-able animation of co-worker sleeping
and snoring loudly, exaggerated.
Loop-able animation of co-worker playing
drums on desk with pens
Look busy, tongue out, make airplane with
hands then fly it.
2
3
23.3 Taskmaster/Co-Worker Shared Animations
Animations that both TASKMASTERS and co-workers perform.
23.4 List of Taskmaster/Co-Worker Shared Animations
Animation
Gossip 1
Gossip 2
Gossip 3
Gossip 4
Estimated
Length (secs)
3
3
3
3
Description
Loop-able talking animation.
Variation of above.
Variation of above, happier, laughter.
Variation of above, more hand motions.
Answer Phone
2
See corresponding animation in 22.2
Drink from Coffee
Mug
1
See corresponding animation in 22.2
Typing on Keyboard
1
See corresponding animation in 22.2
23.5 Taskmaster Behavior/Reactions
Taskmasters will stand around tapping their feet, looking at their watch etc and
generally looking impatient until their task is completed by the player. Their
mannerisms will change depending on how long the player makes them wait for the
task to be completed.
Time Left on Task Timer (secs)
>30
<30
<10
Taskmaster Animation
Idle Animation
Impatient Animation
Angry Animation
23.6 Taskmaster Disable Animations
When a TASKMASTER is disabled they will play their disable animation then flash
off screen.
23.7 List of Taskmaster Disable Animations
Taskmaster
Accountant
Estimated
Length (secs)
2
Lawyer
2
Secretary
2
Server
Administrator
2
Cleaner
2
Description
Looks down at his broken calculator before
dropping to his knees and screaming out
“NOOOO!” as he looks up and gestures
towards the sky with his hands.
Puts her phone to her ear then pauses (0.5
secs), before pulling at the phone 3 times
which stretches the skin around her ear.
Shown wincing in pain as she pulls.
Screams out as her hair it cut and turns
around quickly (her hair is cut from
behind) whilst immediately grabbing the
back of her head (0.5 secs). When she
realizes her hair has been cut she starts to
cry and runs off screen.
Jumps out of his seat and pulls at his hair in
shock (1 secs) before frantically typing at
his keyboard (to try and fix virus).
Looks at his broken mop and lowers his
head looking depressed (1 sec). Turns
around and slowly walks off with his head
lowered.
Executive
2
Receptionist
2
Engineer
2
Intern
2
Pulls at his tie with his hands and tries to
pull away with his body (4 times), choking
himself in the process.
Takes a drink from the water cooler then
pauses (0.5 secs), then realizes the water is
poisoned and starts to choke and gag then
runs off frantically.
Opens his desk, pauses (0.5 secs) then
jumps up in fright and throws the rubber
spider in the air. Runs off with arms
flailing in panic.
Takes a drink from his mug before pausing
(0.5 secs) then realizing his drink has been
spiked with laxatives. Winces in pain,
looks like he is trying to hold it in
(sweating) before running off looking very
uncomfortable.
23.8 Taskmaster Animations
Animations that are relevant for all TASKMASTERS. Animations must be made for
both male and female characters.
23.9 List of Taskmaster Animations
Animation
Mood
Stance
Impatient
Annoyed, Agitated
Angry 1
Upset
Angry 2
Upset
Task
Complete
Reports and
Spreadsheets
Task
Complete
Gossip and
Email
Task Failed
1
Reluctantly Happy
Hands
on Hips
Hands
on Hips
Hands
on Hips
Standing
Task Failed
2
Very Angry
Estimated
Description
Length
(secs)
2
Furrowed brow, taps feat.
2
2
Red faced, steams fumes
from ears, looks very angry.
Red faced, grinds teeth.
2
Slight smile, nod of approval.
Reaches out hand to take
object being delivered.
As Above
As
Above
2
As above but don’t reach out
with hands.
Very Angry
Pointing
and
Yelling,
Arched
Back
Hands
on Hips,
Arched
2
Veins popping out of face,
red faced, yelling and
screaming at player. Shaking
fist.
2
Stands and glares at player
before shaking head angrily.
Give Task
Aggressive
Back
Only
head
shown
1
Speaking on phone
patronizingly/ordering player
around.
23.10 Individual Taskmaster Animations
Animations which are unique to each individual TASKMASTER.
23.11 Accountant Animations
Animation
Mood
Idle 1
Normal, busy
Idle 2
Normal
Stance
Estimated
Description
Length
(secs)
Standing
2
Presses buttons on calculator
intently, tongue out/ thinking
Standing
1
Looks at watch.
23.12 Lawyer Animations
Animation
Mood
Idle 1
Idle 2
Normal
Normal
Stance
Estimated
Description
Length
(secs)
Standing
2
Answers phone.
Standing
1
Looks at watch.
23.13 Secretary Animations
Animation
Mood
Idle 1
Idle 2
Posh
Busy
Stance
Estimated
Description
Length
(secs)
Standing
2
Swings hair like a model.
Standing
3
Does her lipstick in a hand
mirror.
23.14 Server Administrator Animations
Animation
Mood
Idle 1
Normal
Idle 2
Interested
Stance
Estimated
Description
Length
(secs)
Standing
2
Takes a bite out of a
chocolate bar.
Standing
2
Reads comic book.
23.15 Cleaner Animations
Animation
Mood
Stance
Estimated
Length
Description
Idle 1
Bored
Standing
(secs)
2
Idle 2
Tired
Standing
1
Cleans floor, pushes mop up
and down.
Wipes brow.
23.16 Executive Animations
Animation
Mood
Idle 1
Sly
Idle 2
Sly
Stance
Estimated
Description
Length
(secs)
Standing
4
Uses a lighter to light a note
of money, then uses the note
to light a cigar which he takes
a puff out of.
Standing
3
Pulls out a wad of cash and
counts it / flicks through it.
Grins.
23.17 Receptionist Animations
Animation
Mood
Idle 1
Idle 2
Normal
Normal
Stance
Estimated
Description
Length
(secs)
Standing
2
Reads book
Standing
2
Takes a bite out of an apple,
chews.
23.18 Engineer Animations
Animation
Mood
Idle 1
Normal
Idle 2
Normal
Stance
Estimated
Description
Length
(secs)
Standing
3
Takes out a tape measure and
measures a desk.
Standing
3
Unfolds and reads blueprints.
23.19 Intern Animations
Animation
Mood
Idle 1
Happy
Idle 2
Busy
Stance
Estimated
Description
Length
(secs)
Standing
2
Looks around himself in
wonder /excitement
Standing
1
Writes intently on notepad,
tongue out / thinking.
24.0 Other Animations


Level Component Animations
Miscellaneous Animations
24.1 Level Component Animations
Level component animations are animations that level components perform
24.2 List of Level Component Animations
Level Component
Printer Printing
Length (secs)
0.5
Printer Runs out of Paper
Printer Runs out of Ink
0.25
0.25
Paper Shredder
0.5
Description
Paper rolls out at steady rate from
printer onto paper tray.
Loop-able, red light flashes on printer
Loop-able, yellow light flashes on
printer
Paper goes into top of shredder and
comes out in 10 shredded strips.
24.3 Miscellaneous Animations
Animation
Demerit Star Popup
Task Acquisition
Length (secs)
0.25
0.25
Task Failure
1
Task Completion
1
Event Occurs
1
Head-to-Head View
4
Description
Demerit star pops out from centre of
empty star into a fully sized filled star.
Post-it note flashes onto screen in
corresponding spot.
Big red cross appears over Post-it note,
note then flashes off screen.
Big green tick appears over Post-it
note, note then flashes off screen
Event’s name is flashed onto screen in
big font (covers screen).
Shows the player and boss’s avatars
slide across screen in a fighting game
like face off screen (see 19.2 Head to
Head View).
25.0 Progression
As the game progresses, the offices become harder, the co-workers tougher and more
tasks are active at the one time.
25.1 Difficulty
As the game progresses and as the player moves up each floor of the office building
the difficulty will increase accordingly.
Ways in which the difficulty can increase are:

More co-workers.

Harder co-workers become more common (eg: more executives).

Only 1 Printer.

Only 1 Stationary Cupboard.

The office layout becomes less convenient and or more spaced out,
meaning things are harder to get to.

Hindrance rates are increased (See 24.0 Hindrances)
25.2 Added Components
More components are added into each office as the game progresses. Compulsory
components will be in each office from start to finish (see section 17.0 Level
Components) but components such as the coffee machine won’t be added until later
into the game, when the player has worked his/her way up to a level of the building
which is good enough to warrant one.
This will mean that only limited functionality is available to the player initially and is
added in as the game progresses, resulting in a steady learning curve for the player.
25.3 Change in Scenery/Office Space
Offices will change in appearance as the player moves up the corporate ladder. The
offices will begin very simple and cramped in layout, with terrible to average
furniture and equipment. As the game progresses the offices will become more
spacious and grand looking, with bigger desks, bigger computer screens etc.
Visually the idea of moving up the skyscraper will be represented by the view shown
outside each office window, with each level showing the player being higher up from
the ground.
26.0 Hindrances
There are several hindrances in the game which are put in place to make tasks harder
as the game progresses. Each office has a fixed HINDRANCE CHANCE depending
on its difficulty which is calculated every 15 seconds (see 25.0 Offices/Levels for a
list of offices and their respective HINDRANCE CHANCE). For example the first
office has a 10% HINDRANCE CHANCE rate, meaning that every 15 seconds there
is a 10% chance that the toilet will be engaged or the printer will run out of ink or
paper. Hindrances rates are calculated individually for each component, meaning that
it is possible for the toilet to be engaged and the printer to run out of ink and or paper
at the same time.
26.1 List of Hindrances



Toilet Becoming Engaged.
Printer Running Out of Ink
Printer Running Out of Paper
26.2 Toilet Becoming Engaged
When the toilet is engaged the player cannot go to the toilet. Each time the toilet
becomes engaged it will remain so for 5 seconds.
26.3 Printer Running out of Ink
When the printer runs out of ink it needs to be refilled by going to the stationary
cupboard, the printer will not refill itself.
26.4 Printer Running out of Paper
When the printer runs out of paper it needs to be refilled by going to the stationary
cupboard, the printer will not reload itself.
26.5 Hindrance Icons
When a hindrance occurs to the printer, an icon is shown hovering and flashing above
it. There is a specific icon for when the printer runs out of ink and paper. In the event
that it runs out of both ink and paper then both icons are shown.
When the toilet becomes engaged a sign is shown hanging from the door knob.
27.0 Offices/Levels
A list of office names and descriptions are shown bellow
Level
1
2
3
4
Name
Description
‘The Ant A run down
Colony’ office in the
skyscraper’s
basement,
very poor
ventilation,
furniture etc.
Cracks on the
walls, looks
hot and stuffy.
Dirty. A
single broken
ceiling fan.
‘The
Very plain and
Sweat
standard
Factory’ looking.
Cramped
cubicles, poor
ventilation.
Sad and drab
(whites/grays).
Small CRT
computer
screens, tiny
desks. A few
cracks on the
ceiling. A
single ceiling
fan.
Pretty much
the same as
level 2,
however a
little more
spacious,
better
ventilated and
there is a
coffee
machine. 2
ceiling fans.
Small LCD
computer
screens, some
Co-Workers
Extra
Components
None
Hindrance
Chance
10%


Receptionists
Cleaners



Receptionists
Cleaners
Interns
None
10%



Receptionists
Cleaners
Interns
Coffee
Machine
20%



Receptionists
Secretaries
Interns
Coffee
Machine
20%
5
6
7
8
9
10
windows with
a decent view.
4 ceiling fans.
Looks
relatively
modern, lots
of glass,
couches, air
conditioned,
pretty good
view out the
windows.
Spacious,
modern
looking, some
artwork on the
walls. Large
LCD screens,
good view out
the windows.
Air
conditioned




Receptionists
Accountants
Secretaries
Interns
Coffee
Machine
30%




Receptionists
Accountants
Secretaries
Cleaners
Coffee
Machine,
Paper
Shredder
30%









Receptionists
Accountants
Cleaners
Engineers
Receptionists
Accountants
Cleaners
Secretaries
Engineers
Coffee
Machine,
Paper
Shredder
Coffee
Machine,
Paper
Shredder,
Extra Printer
40%
40%
28.0 Task Completion Rate Per Office (average)
The following graph shows the average tasks required to be completed per office
(represented in tasks per minute). These figures do not take into account skill bonuses.
28.1 Average Time Spent Per Task
The following graph shows the average time spent per task in each office. These
figures do not take into account skill bonuses.
29.0 Currency
Completing MAIN TASKS earns money represented in DOLLARS. Money is used to
purchase items which will automatically be generated and sent to the reception desk
where they can be picked up by the player.
29.1 List of Currency Earned
The amount of currency earned per task is dependant on how quickly the player
completes the specific task.
Time Remaining on Task
(secs)
>30
<30
<10
Currency Earned
(dollars)
200
100
50
30.0 Events
Performing a number of tasks in a row successfully can cause an EVENT to trigger.
These will result in brief bonuses to the player (eg to their stats) or have negative
effects on co-workers.
30.1 List of Events
Event
Server
Crash
Description
The server crashes, causing mass
panic amongst employees, they run
from side to side across the screen as
red alarm lights flash.
Promotion
The player’s fantastic productivity
has seen his/her pay rate increase
temporarily.
Clean
Record
The company records have been
wiped, causing all recent recordings
to be permanently lost.
The player is experiencing a lucky
streak, nothing seems to be hindering
their progress.
A sudden boost in morale sees a brief
increase in productivity
Lucky
Streak
Morale
Boost
Duration (secs)
10
30
N/A
30
30
Outcome
All Taskmasters are
temporarily disabled and
will stop giving out tasks.
The player’s task queue
will be cleared
The player temporarily
earns double the amount
of currency for
completing tasks.
The player permanently
loses 1 DEMERIT STAR
(if they have any).
The hindrance chance
temporarily drops to 0%.
The player temporarily
gains a +2 skill bonus to
all skills
30.2 Probability of an Event Occurring
The probability of an EVENT occurring is calculated every time the player completes
a MAIN TASK. If it is determined that an EVENT will happen then one is chosen at
random from the events list.
The probability of an event occurring is dependant on how many tasks the player has
completed in a row without fail or earning DEMERIT. The more tasks they complete
the higher the probability becomes.
30.3 List of Probabilities
Number of Tasks
Completed in a Row
1
2
3
4
5
6
7, 8, 9 etc
Probability of an Event
Occurring
0%
0%
10%
20%
30%
40%
50%
30.4 Firing an Event
If it is calculated that an EVENT will occur then it will happen immediately. The
name of the EVENT covers the screen for 1 second and will then be displayed under
the player’s DEMERIT bar whilst it is active.
30.5 Resetting Event Probability
If the player earns any DEMERIT STARS, whether it be from failing a MAIN or
MANAGERIAL TASK then their task chain will be brought back to 0. Likewise
when an event fires and completes the task chain is brought back to 0, even if the
player continues to successfully complete tasks during this time.
31.0 Sounds and Sound Effects
Sound effects are included for almost all elements in the game.
Sounds come under the following categories:
 Ambient Sounds
 Alert Sounds
 Action Sounds
 Item Sounds
 Level Component Sounds
 Task Master Sounds
 Disable Sounds
 Misc Sounds
31.1 Ambient Sounds
Ambient sounds are sounds that play in the background to create the illusion of a
living office.
31.2 List of Ambient Sounds
Sound
Typing 1
Typing 2
Typing 3
Chatter 1
Chatter 2
Elevator Arrives
Elevator Door
Opens
Elevator Door
Closes
Phone Rings
Estimated Length
(secs)
0.5
0.5
0.5
1
1
0.25
0.25
0.25
0.5
Coughing 1
0.5
Coughing 2
Drinking
Co-Worker
Answers Phone
Snoring
Yawning
Play the Drums
with Pens on their
desk
0.25
0.5
0.5
1
0.5
0.5
Description
Sound of typing.
Another typing sound.
A third typing sound.
Sound of talking, indiscriminate.
Variation of above.
Ding sound.
Sound of heavy sliding doors
opening.
Sound of heavy sliding doors
closing.
Phone rings, less recognizable/loud
as when the player’s phone rings.
Sound of someone coughing twice
in succession.
Sound of someone coughing once.
Sound of gulping/drinking coffee.
Sound of picking up phone and
greeting (gibberish).
Loud, slow, exaggerated, 2 breaths.
Loud, exaggerated yawn.
Hitting pens on desk, simple beat.
31.3 Alert Sounds
Alert sounds are sounds which are used to inform the player of something important
happening within the game.
31.4 List of Alert Sounds
Sound
Your Phone Rings
Estimated Length
(secs)
1
Task Acquired
0.5
Task Completed
0.5
Task Failed
0.5
Demerit Earned
0.5
Event Occurs
Event Ends
1
1
Currency Earned
Caffeine Attack
1
1
Wet Self
1
Fall Asleep
Office Begins
1
Complete Office
Fail Office 1
3
3
Fail Office 2
Item Delivered
3
0.25
Item Acquired
Illegal Action
1
0.5
Description
Sound of phone ringing in 1
second increments, traditional
phone ring (recognizable). Needs
to be distinctive, different from
ambient phone sounds.
Sound of sticky post-it note being
stuck onto screen.
Tick sound, similar to a correct
response in a game show.
Fail sound, similar to an incorrect
answer in a game show.
Loud stamping noise, star being
stamped onto screen
Sound of sirens.
Sound of sirens winding down,
turning off.
Cash register opening and closing.
Sound of player frantically moving
head around, high pitched and loud
groan/scream.
Sound of liquid dribbling onto
floor and puddle forming.
Collapse in a heap on ground.
Whistle blown, similar to when a
sports match begins.
Mad cheering, standing ovation.
Loud boos, followed by boss
yelling “YOU’RE FIRED!”
Same as above but for female boss.
Sound of bell at reception desk
being rung.
Over the top ‘Da-Da’ like sound.
Sound of screen shaking.
31.5 Action Sounds
Action sounds are sounds that interactables objects/items etc make when interacted
with.
31.6 List of Action Sounds
Sound
Stationary Cupboard
Opening
Stationary Cupboard
Closing
Accessing PC
Estimated Length
(secs)
0.25
Sound of cupboard doors opening.
0.25
Sound of cupboard doors closing.
0.5
Take off of Windows or Mac OS
starting up.
Sound of toilet door opening and
closing (0.25 secs) followed by a
steady stream of liquid hitting the
toilet (1.5 secs), the toilet flushing
(0.5 secs) and the toilet door
opening and closing again (0.25
secs)
Sound of gulping drink followed by
a relieving/refreshed ‘Ahhh.’
Lullaby sounds and snoring for 4
secs followed by 1 sec of the player
waking up, yawning. Comical,
exaggerated.
Desk draw opening.
Sound of searching through
paper/rubbish.
Another sound of searching through
things.
Loop-able sound of player running
Sound of picking up an object.
Using the Toilet
2.5
Drinking Coffee
1
Sleeping
5
Opening Desk
Rummaging inside
things 1
Rummaging inside
things 2
Running
Pick Up Interactable
0.25
0.5
0.5
0.25
0.5
Description
31.7 Item Sounds
Item sounds are sounds ITEMS make when used
31.8 List of Item Sounds
Sound
Stapler
Estimated Length
(secs)
1
Scissors
0.5
Boots
1
Super Glue
Poison
1
1
Description
Sound of stapling a tie to a desk.
Powerful
Sound of one snip of a chunk of
hair.
One crunching stamp on a
calculator, crushing it.
Wiping glue onto a phone.
Poisoning the water cooler, sound
Letter Opener
of the water cooler bubbling fast
(boiling).
Sound of letter opener stabbing
someone in the eye, bloody, over
the top
Sound of rubber hitting head,
squeaks when it hits, comical
Sound of pen stabbing boss in heart,
squishy, bloody.
Sound of Katana swiftly and cleanly
slicing off head
Sound of gun charging up (1 sec)
then a laser firing (0.5 sec), sound
of boss being incinerated (0.5 sec).
Comical, over the top.
Sound of bat swinging and hitting
head, comical.
0.5
Rubber Chicken
1
Fountain Pen
0.5
Katana
1
Rail Gun
2
Cricket Bat
1
31.9 Level Component Sounds
Sounds that level components make
31.10 List of Level Component Sounds
Sound
Printer Printing
Printer Loading Paper
Printer Loading Ink
Water Cooler
Paper Shredder
Estimated Length
(secs)
1
1
1
0.5
0.5
Coffee Machine
Description
Sound of printing, loop-able.
Sound of printer loading paper.
Sound of printer loading ink.
Water cooler bubbles.
Shredding Paper, machine noise,
loop-able.
Sound of coffee machine making
coffee, cup drops and coffee comes
out.
1
31.11 Taskmaster Sounds
Sounds that TASKMASTERS make.
31.12 List of Taskmaster Sounds
Sound
Sex
Talk on Phone 1
Estimated
Length (secs)
1
Talk on Phone 2
Talk on Phone 3
1
1
M
F
Talk on Phone 4
1
F
M
Description
Sound of fast, indiscriminate
gibberish, aggressive.
A variation of the above.
A variation of the above.
Higher pitched.
A variation of the above.
Tap Feet Softly
1
N/A
Tap Feet Hard
1
N/A
Grind Teeth
Ears Steaming
0.5
0.5
N/A
N/A
Task Complete Sound
1
Task Complete Sound
2
Task Failed Sound 1
0.5
M
Higher pitched.
Sound of Taskmaster tapping
feet a little impatiently.
Sound of Taskmaster tapping
feet aggressively and
impatiently.
Grinding teeth angrily.
Sound of ears steaming from
anger/ kettle boiling sound.
Reluctant praise / clapping.
0.5
F
Variation of the above.
0.5
M
Task Failed Sound 2
Task Failed Sound 3
0.5
0.5
M
F
Task Failed Sound 4
0.5
F
Boss Presentation
Confident 1
10
M
Boss Presentation
Confident 2
Boss Presentation
Confident 3
Boss Presentation
Confident 4
Boss Presentation
Nervous 1
10
M
Angry, indiscriminate, loud
abuse.
Variation of the above
Variation of the above, higher
pitched.
Variation of the above, higher
pitched.
Boss giving presentation,
confident, proud, smug,
gibberish. Pauses in-between
sentences (pause roughly every
2.5-3 seconds)
Variation of the above.
10
F
10
F
10
M
Boss Presentation
Nervous 2
Boss Presentation
Nervous 3
Boss Presentation
Nervous 4
Boss Presentation
Angry 1
10
M
10
F
10
F
10
M
Boss Presentation
Angry 2
10
M
Variation of above, higher
pitched.
Variation of the above, higher
pitched.
Boss giving presentation,
nervous, stutters, gibberish.
Pauses in-between sentences
(pause roughly every 2.5-3
seconds)
Variation of the above
Variation of the above, higher
pitched.
Variation of the above, higher
pitched.
Boss giving presentation,
angry, annoyed gibberish.
Pauses in-between sentences
(pause roughly every 2.5-3
seconds).
Variation of above.
Boss Presentation
Angry 3
Boss Presentation
Angry 4
10
F
10
F
Variation of above, higher
pitched.
Variation of above, higher
pitched.
31.13 Disable Sounds
Sounds TASKMASTERS make when they are disabled.
31.14 List of Disable Sounds
Sound
Estimated
Length (secs)
2
Sex
Description
M
Lawyer Disabled
2
F
Secretary Disabled
Server Administrator
Disabled
Cleaner Disabled
Executive Disabled
Receptionist Disabled
Engineer Disabled
2
2
F
M
2
2
2
2
M
M
F
M
Intern Disabled
2
M
Drops to ground, loud
exaggerated “NOOO.”
Pulls at phone stuck to her ear,
ripping like sound,
exaggerated.
Crying.
Scream in disbelief/shock,
frantic typing.
Mopey, depressed moan.
Struggling, pulling, choking.
Choking, frantic running away.
Short Shriek, running off
frantically.
Wincing, frantic running away.
Accountant Disabled
31.15 List of Miscellaneous Sounds
Sound
Press level up button
Pull down level up
lever
Skill Points Remaining
/ Spent counters tick
over on level up panel
Press reset button on
level up panel
Booing
Cheering / Clapping 1
Cheering / Clapping 2
Head-to-Head View
Beginning of a Boss
Battle
Estimated Length
(secs)
0.25
0.5
Description
Press button.
Pull down lever.
0.5
Sound of counter ticking over.
0.5
Sound of button being pressed and
all counters resetting at once (6
counters resetting).
Sound of crowd booing.
Sound of crowd cheering.
Variation of above.
Sound of character’s avatars wiping
quickly across the screen/ face off
sound, sound of swords clashing.
Bell dinging twice in same manner
as when a boxing match begins.
2
2
2
1
0.5
32.0 Music
Music in Office Wars should be quirky, elevator like music. A bit of a jazz and some
random changes in pace would also complement the game’s comical sense of humor.
It should be the kind of music that can appeal to a wide demographic, since the game
is going for a casual audience.
33.0 Glossary
Definitions of terms







































Actions
Action Delay
Avatar
Battle View
Boss Battles
Boss Items
Bosses
Chat Meter
Co-Workers
Delivering
Demerit Stars
Disabling
Email View
Energy
Events
Gameplay View
Head-to-Head View
Hindrances
Illegal Actions
Interactables
Items
Level Components
Level Up View
Main Tasks
Main/Home Screen
Managerial Tasks
Meta Tasks
Multitask
Non Playable Area
Objects
Office
PC View
Penalties
Playable Area
Presentation
Sequence
Retrieving
Skills
Spreadsheet View
Status Bars




Taskmasters
Task Rate
Task Timers
Wrecking the Boss
Actions
Actions are anything that the player can perform in the game, eg: retrieving paper
from the printer is an action, using your PC is an action etc.
Action Delay
Action Delay is the delay in time it takes between queuing an action and when it is
performed due to the need of the player to first move over to the interactable being
interacted with. An example of this is when the player is at the stationary cupboard
and clicks on their phone. The player’s avatar will first move over to the phone before
picking it up. The time delay between the player clicking on the phone and the phone
being picked up is the action delay.
Avatar
The Avatar is the visual representation of the player on screen and what they use to
interact within the game.
Battle View
Battle View is the combat view the player sees when they fight their boss.
Boss Battles
Boss Battles are battles at the end of each stage when the player fights his/her boss.
Boss Items
Boss Items are items the player uses to defeat bosses.
Bosses
Defeating the boss is the primary goal (meta goal) of each level and there is one in
every office.
Chat Meters
The chat meter is the meter that shows co-worker satisfaction when performing a
gossip task.
Co-Workers
Co-workers are fellow employees in the office.
Delivering
Delivering is the process of giving an item/object to an interactable. Delivering a
report to a taskmaster is an example of delivering
Demerit Stars
Demerit stars are penalties associated with failing either a managerial or main task. If
the player earns 3 stars then they will fail the office.
Disabling
Disabling is the process of taking out a taskmaster for a short period of time,
preventing them from handing out new main tasks. Items are required in order to
perform a disable.
Email View
Email View is the perspective the player sees when performing an email task.
Energy
Energy is the measurement used to calculate how lively the player feels. Energy is
proportional to the player’s movement speed. If the player has no energy then they
will fall asleep, but if they have too much then they have a caffeine attack. Energy is
represented on the player’s energy bar.
Events
Events are occurrences in the game where something will happen affecting something
in the office either positively or negatively. A server crash is an example of an event.
Gameplay View
The Gameplay View is the main view in the game, it is the view the player sees when
he/she is playing the game and controlling their character within an office.
Head-to-Head View
This is the first view seen when the player encounters a boss. It is a view showing the
player facing off against the boss in a fighting game like preview.
Hindrances
Hindrances are obstacles in the game that make the process of completing main and
managerial tasks harder. An example of a hindrance is when the toilet is engaged.
Ilegal Actions
Illegal actions are actions which cannot be performed at a specific moment in time.
An example of an illegal action is when the player tries to answer their phone when
they already have a full task queue.
Interactables
Interactables are things within the game that the player can interact with. Items,
objects, taskmasters and level components are all examples of interactables.
Items
Items are interactables that can be used to disable co-workers
Level Components
Level Components are devices/furniture that make up the office, such as the water
cooler, the coffee machine, the player’s desk etc. These can all be interacted with
unless otherwise noted.
Level Up View
This is the view the player sees when they level up their character by spending skill
points.
Main Tasks
Main Tasks are tasks handed out by taskmasters. Reporting is an example of a main
task.
Main/Home Screen
The main menu for the game. This screen allows the player to begin a new game, load
a game, read about Wagglemax and access video/sound etc settings. This screen is
represented as the Wagglemax homepage.
Managerial Tasks
Managerial Tasks are simply things that the player needs to take care of in order to
avoid losing. Sleeping, using the toilet and drinking coffee are all managerial tasks.
Meta Goal
The Metal Goal is the overall objective of each level and the game, to defeat the boss
on each level and finally the CEO.
Multitask
The process of completing one or more tasks at the one time.
Non-Playable Area
This is the area of the player’s screen, measured from each edge of the screen 50
pixels in which is displayed as the frame of a computer monitor. The Non-Playable
Area is always visible
Objects
Objects are things within the game that can be picked up and used by the player but
not in the same way as items (can’t be used to disable). Paper from the printer is an
example of an object.
Office
An Office is a level within the game. The game is made up of a series of offices, one
on each floor of Wagglemax.
PC View
PC View is the perspective seen by the player when they access their PC.
Penalties
The player will suffer Penalties when they fail a main or managerial task. Demerit is
the visual representation of a penalty.
Playable Area
This is the area of the screen which encompasses all but 50 pixels in from each edge
of the screen. This area displays all the major views (Gameplay View, Email View,
Spreadsheet View, Battle View etc).
Presentation Sequence
A Presentation Sequence is a sequence within a Boss Battle. The Boss Battle is made
up of many Presentation Sequences.
Retrieving
Retrieving is an action where the player gathers either an item or an object from an
interactable. An example of retrieving is when the player takes paper from the
stationary cupboard.
Skills
Skills are traits that the player puts points in as they level up. Each skill relates to one
main task within the game. Powerdressing, Geekiness and Laziness are all examples
of skills.
Spreadsheet View
Spreadsheet View is the perspective the player sees when performing a spreadsheet
task.
Status Bars
Status Bars are the bars that display the player’s energy and bladder ratings.
Taskmasters
Taskmasters are co-workers who hand out main tasks within the game.
Task Rate
The Task Rate is the rate at which tasks are handed out by Task Masters.
Task Timer
The Task Timer is the time limit associated with each individual task. If the timer
reaches 0 then the player loses a demerit point.
Wrecking the Boss
This is the process of correctly pointing out floors within the boss’s presentation
during a Boss Battle in order to humiliate him/her.
33.0 Flowchart of Terms and Relationships


Interactables
Tasks
33.1 Interactables
Interactables
Objects
Level Components
Items
Taskmasters
Paper, Ink cartridge
etc
Printer, PC, Phone
etc
Pen, Scissors, Letter
opener etc
Secretary, Boss,
Accountant etc
33.2 Tasks
Tasks
Main Tasks
Managerial Tasks
These tasks are given
by Taskmasters.
Gossip
This is
dependant
on the
Stealth skill.
Spreadsheets
This is
dependant
on the
Ingenuity
skill.
Reports
This is
dependant on
the
Powerdressing
skill.
These tasks are
always active.
Emails
This is
dependant
on the
Geekiness
skill.
Sleeping
Using the
Toilet
Drinking
Coffee
This is
dependant
on the
Laziness
skill and
will up
your
Energy
Bar.
This will
lower your
Bladder
Bar.
This will
up your
Energy and
Bladder
Bars.
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