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 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.