Puzzle Treatment Document

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2014
Evasion
TREATMENT FOR A PUZZLE VENOM GAMES
MICCIOLO MATTHEW (MMICCIOLO) AND CHRISTOPHER
DOWDING (CJDOWDING)
Title: Evasion
Logline: Go for the gold.
Summary:
Evasion is a 2D puzzle game where the user navigates around the screen evading various
obstacles. Some of these obstacles will be moving while others will be stationary. The user will
use the arrow keys to control the player’s bead. The user will have to navigate between their
spawn point which is a safe zone (colored green), and the goal which is a gold bead. While the
user navigates to the gold bead they will encounter various obstacles that they will need to
face. Some of these obstacles will be stationary such as a wall and will only require navigating
around it. Other obstacles includes turrets (which shoot beads in one direction) and enemy
beads that move in a fixed path. The player has unlimited time and attempts at the current
puzzle. Once the play reaches the gold bead, they will level and a new one will be randomly
generated.
Feature List:

Endless playability via randomly generated levels

Control with arrow keys

Turret Enemies

Moving enemies

Stationary obstacles
Target Audience:
Our puzzle will target players that like playing repeatable games with no fixed levels.
Experience Goal:
We want our puzzle to be able to give players an endless source of entertainment. We
also want to keep the user interested in the game by randomly generated levels that will never
be generated again. With each completed level the user gets the satisfaction of completing and
succeeding at a new challenge that they will not experience ever again. There will always be
new challenges for the player to conquer.
Mockup Screens:
In the above mockup, the player has just begun a new game. The player spawned at 0, 0
and is represented by a smiley face glyph. The play spawned in the green zone, which is the safe
zone meaning you cannot get hurt in this zone. The object of the game is to get to the gold
bead which is always in the bottom right hand corner. Black stationary beads are walls, you
must go around them and cannot go through them. Red square beads are turrets and have a
glyph on them indicating which way they shoot. They shoot black arrow glyphs. The red circles
are enemies and they move in a fixed path.
In this mockup the player has begun to move out of the safety zone and into the playing
space. As you can see the red turrets are shooting black arrows at a fixed rate. The red enemies
have also started moving in their fixed paths. Enemies can bounce off of walls or off the end of
the grid.
In this mockup screen the play has reached the goal at the bottom right hand corner by
avoiding all of the obstacles. At this point, the user will be congratulated in the status line and a
new level will be generated randomly when they click.
Program Flow and Play Description:
1. cover.html is opened in a web browser
2. Cover image is displayed
3. The user clicks the cover image to being the puzzle
4. A random square grid is generated (anywhere between 10x10 and 20x20)
5. The player glyph is placed at bead 0,0 with a green background (indicating safety zone)
6. A green safety zone bead is generated below 0, 0 at 0, 1
7. The end goal (gold bead) is placed at MAX_X, MAX_Y
8. Random length stationary barriers will be generated
9. Random turrets will be placed against walls and shoot beads
10. The player will navigate with the arrow keys and avoid obstacles to reach the end goal
(gold bead)
11. If the player gets hit he will restart at the spawn position and have unlimited tries
12. If the player wins a new random level will be generated
Project Plan:
Matt:

Setup the Perlenspiel project

Add the project to our website

Program movement

Program random level generation

Program other misc. game logic
Chris:

Cover screen (toy title and graphics)

Color Scheme (colors of the tiles)

Graphical Design (misc.)
Color Scheme:
For this game, the colors of the in-game elements were chosen to reflect the purpose of
those elements. For example, the safety zone the player spawns in is green, because green is a
color with connotations to “good” and “life.” By contrast, the color of enemies and turrets is a
saturated red, because red has a connotation of “warning” and “bad.” Furthermore, the color
of the goal is gold, because gold typically represents something people want to attain, (e.g. gold
medal, gold jewelry, etc.) By contrast, the color of the walls is black, a color that is uninteresting
and that reflects the fact that the walls are stationary, inanimate objects.
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