System Chaos: The Adventures of Trellian
v 1.1
02/03/05
Polymorphic Productions
Greg Kohne
Malia Guerrero
Ross Dexter
Adam Henderson
Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions
Game Concept .............................................................................................................................................................. 4
Hight Concept .......................................................................................................................................................... 4
Backstory ................................................................................................................................................................... 4
Game Description .................................................................................................................................................... 5
Theme.................................................................................................................................................................... 5
Genre ..................................................................................................................................................................... 5
Target demographic ................................................................................................................................................. 5
Target ESRB Rating................................................................................................................................................. 5
Priority ............................................................................................................................................................................ 6
Competititve Analysis .................................................................................................................................................. 7
Tron 2.0 ..................................................................................................................................................................... 7
Godzilla: Save The Earth ........................................................................................................................................ 7
Mega Man Battle Network .EXE .......................................................................................................................... 7
Marketing Risks ............................................................................................................................................................. 8
Experimental features .............................................................................................................................................. 8
Risk Assessment ....................................................................................................................................................... 8
Cost Analysis ............................................................................................................................................................... 10
Legal Analysis .............................................................................................................................................................. 10
Core Gameplay ........................................................................................................................................................... 11
Game Controls ....................................................................................................................................................... 11
Sample Gameplay ................................................................................................................................................... 12
In–Game Display ........................................................................................................................................................ 13
Player Interface ....................................................................................................................................................... 13
Intro sequence .................................................................................................................................................... 14
HUD .................................................................................................................................................................... 15
Credits ................................................................................................................................................................. 16
Main Menu.......................................................................................................................................................... 16
Pause Screen ....................................................................................................................................................... 17
Character Design ........................................................................................................................................................ 18
Basic elements ................................................................................................................................................ 18
Enemies ................................................................................................................................................................... 20
Bosses .................................................................................................................................................................. 20
Minions ............................................................................................................................................................... 21
Interactive Terrain Objects ................................................................................................................... 22
Main character ........................................................................................................................................................ 24
Level Design(TODO) ................................................................................................................................................ 25
Physics Design ............................................................................................................................................................ 27
Multiplayer ................................................................................................................................................................... 27
Art(TODO) ................................................................................................................................................................. 28
Sound Requirements(TODO) .................................................................................................................................. 29
Menu and interface sounds ................................................................................................................................... 29
In-game sounds ...................................................................................................................................................... 29
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Dialog ....................................................................................................................................................................... 29
Music layout ............................................................................................................................................................ 30
Technical Analysis ...................................................................................................................................................... 31
System Requirements............................................................................................................................................. 31
Major Development Tasks.................................................................................................................................... 32
Estimated Completion Times............................................................................................................................... 35
Appendices .................................................................................................................................................................. 37
Levels ....................................................................................................................................................................... 37
Player ........................................................................................................................................................................ 38
Elements .................................................................................................................................................................. 38
Element Sources ..................................................................................................................................................... 39
Terrain...................................................................................................................................................................... 39
Enemies ................................................................................................................................................................... 40
Bosses....................................................................................................................................................................... 40
Team Signoff........................................................................................................................................................... 41
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions
Game Concept
Hight Concept
Trellian is a third person action/platformer that will challenge your mental resolution to solve intriguing
puzzles and defeat menacing enemies.
Backstory
Back in day, computers were new and the science was fresh. A new networked age was coming alive! The
year was 1980, and the decade had just begun.
However, as a new supercomputer whirred to life in a vacant police station back in the 80's, menacing
viruses poured in from the present...and the future. Entering modern time through a temperal distortion,
the viruses began tearing the system apart. They were changing it into a new world fit only for their
purposes. You are the good equivalent of a very bad virus, your name is Trellian. Your job is to save the
future and the time is now.
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Game Description
Theme
Third person adventure puzzle game
Genre
Fantasy Sci-fi adventure
Target demographic
Primarily people from 12-22 years old are expected to have interest in and purchase our game.
Target ESRB Rating
E – Everyone
Mild Animated Violence
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Priority
Different game-features will be marked with a priority, in terms of how much it needs to be in the game, to
the effect that it would make it fun and really add to the experience in the way we intend (Correlating with
the game''s theme). Here are the different priority levels:
A: This feature absolutely must be in the game.
B: Most of these features will get in. If one or two need to be dropped, it's okay.
C: These are features that we would like to see, but aren't essential to the game. If about half of these are
dropped, it's no big deal.
D: Most likely, none of these features will get in. If one makes it in, we'll be ecstatic.
Note: Priority is given to game features relative to the entire developement process of this game, not just
it's developement over the current semester.
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Competititve Analysis
Tron 2.0
While this game has similar environments, and action, the environments aren't as interactive as ours.
Where Tron 2.0 has a 3 primary weapons, we have all five elements and possibly more.
Godzilla: Save The Earth
While the action in Godzilla is fun and the characters are true to form in an appealing way, the action is
just slow. For a game that delivers action, you need it to be fluid, and you need it to be fast, ours delivers
this like a symphony orchestra dilvers a masterpiece. While Godzilla is focused only on action, we diversify
the package, giving more interaction with the environment, than merely destroying it. No, instead it used to
both defeat enemies and solve puzzles, or even for the pure fun of just playing around with it.
Mega Man Battle Network .EXE
Although Mega Man .EXE was a good game, turn based battle systems with some action just aren't the
same as live platforming action all the way. Also, the environments of Mega Man, while cool looking, are
not very interactive, ours will be very interactive as well as fun! While Mega Man .EXE uses weapon
upgrading system, and battle chips more numerous then our relatively small assortment of elements, it just
doesn't matter. The elements in our game interact with each other as well as enemies in a dynamic way that
Mega Man .EXE just doesn't have. Not to mention that there are upgrades in our game that allow the
player to use new elements in the total set, in stream lined conjunction with an interesting story.
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Marketing Risks
Experimental features

Spring based physics system ( B )

Use of boyancy ( B )

Using .X animation ( A )

Vertex and Pixel shaders for graphical effects ( D )

Using genetic algorithms, flocking and other AI goodies ( B )
Risk Assessment
Risk: Getting in 5 levels
Plan of action: Get in at least two very well refined ones, possibly three, dropping the others alltogether.
Action date: 02/01/05
Risk: Getting Trellian to move the way we wan, in conjunction with the controls.
Plan of action: Get in at least two very well refined ones, possibly three, dropping the others alltogether.
Action date: 02/01/05
Risk: Putting in all the player-character abilities we want
Plan of action: Will cut out some character abilities depending on which ones we think are needed to
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make the game fun, fudamentals must remain.
Action date: 02/01/05
Risk: Getting in all the physics
Plan of action: Get in at least the fundamental physics: collision, gravity, trajectories, etc. Find the most
pertinent of the advanced physics features, then take the most pertinent two, or how every many of the
most pertinent features time and schedule will allow.
Action date: 02/01/05
Risk: Scheduling and keeping production levels high
Plan of action: Have group members correlate in a matter of work, even have teammates serve as spotters
to keep a person moving and from making errors.
Action date: 01/27/05
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Cost Analysis
There will be four programmers on salary for eight months at $48,000 each. We will have four of each of
the following items per programmer:

Computer - $2,000 x 4=

Microsoft Visual Studio .NET - $1,000 x 4=
$4,000

Windows Professional XP - $300 x 4=
$1,200

Microsoft Office - $500 x 4=
$2,000

Programmer – $48,000 x 4=
$192,000
$8,000
The total cost for the game will be $207,200.
The game has an anticipated sale price of $35. Selling 15,000 copies will yield a profit of $104,800
($525,000-$207,200). It is anticipated that more than 15,000 copies will be sold.
Legal Analysis
Star Trek, © 2005 Paramount Pictures
Super Smash Bros. Melee, © Nintendo
Banjo Kazooie, © Rare (Microsoft?)
Tron 2.0, ©Disney
Mega Man Battle Network .EXE, © Capcom
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Core Gameplay
Game Controls
The controls will be configurable ( B ), but do have a default ( A ). Each control is listed along with the
associated ability.
Note: The association of each control to the abilities is grouped by priority, then each action is given
individual priority for its relevance in the game.
Default controls:
(A)
(HOLD) W-KEY: Move forward ( A )
(HOLD) S-KEY: Move backward ( C )
(HOLD) A-KEY: Strafe left
(B)
(HOLD) D-KEY: Strafe right
(B)
(TAP) LMB: Thow/grab elements ( A )
(TAP) Q-KEY: Enters/exits the player from stationary aiming mode, where the mouse is
used to aim the cube over a trajectory arch to the projected location ( A ).
(TAP) SHIFT+LMB: Grab element from ground ( B )
(TAP) SPACE: Jump ( A )
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(B)
(TAP) SHIFT+A: Decrease the strength of grabbing/throwing by a unit ( A )
(TAP) SHIFT+D: Increase the strength of grabbing/throwing by a unit ( A )
Sample Gameplay
At the beginning of each level, there will be an interleaved/animated dialogue where Trellian's objectives
are explained and the environment/boss described; In the description, hints will be given.
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In–Game Display
Player Interface
Basic game flow:
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Intro sequence
This is what plays first
Title Screen: The first screen
~Splash Screen!~
Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger,
Team Polymorphic Productions
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HUD
Screenshot of HUD only:
Where the health meter is indicated in red, and the throw/grab strength meter is in teal.
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions
Credits
Main Menu

Single Player

Multiplayer

Set Controls

Quit
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Pause Screen
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Character Design
Note: The speed and size of the game characters are relative to the main character.
Basic elements
Elements are representations of natural phenomenon, denoted (In moveable form) by an icon or particle
effect within a wire-frame cube of a corresponding color. Elements can be wielded by the player, enemies
and bosses, but overloads only by bosses and perhaps enemies. Element overloads cause an effect in an
element type.
Elements can be overloaded to create an effect of a type corresponding to the element type.
Flora: Can be taken from plants and trees. On there own, these elements will spawn a scaled version of the
plant or tree from which they were taken, unless they were taken from an infinite source, where they would
just dissappear. These elements are succeptable to combustion from fire elements and from.
Fire: Can be taken from from coals on the ground, pagoda lamps, and fire-bulb ferns. Fire elements in a
certain amount overload to create a fire effect, but if the overload is great enough (has a large enough
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number of elements), it will create an explosive element.
Water: Can be taken from low streams or water source. Overloads to create a water effect.
Explosive: Can be made from an overload of fire elements, or found in an "erratic section" (ground area).
Overloads happen automatically over a given period of time (they can only be held so long) causing an
explosion.
Electric: Can be found in wall or floor sections that have exposed circuitry emitting an electric glow.
Overload to create disasterous lightning effect.
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Enemies
Bosses
Name: Koga ( A )
Health: 9-units
Speed: Stationary, although the tongue will easily be twice as fast as the player, probably even three times.
Description: A diabolical toad virus that lashes you with his tongue, spews firebals and flame breath at
you. He attacks with tongue and fireballs when you're far, and flame breath when you're near. The tongue
will be spring based. The player will be in a temple type settup, with pillars containing fires at the player's
height. The pillars are the source of flame element and Koga's tongue smashes them up as it lashes out at
you, collecting fire elements along the way. If Koga's tongue catches you, you must struggle to break free,
the struggle costs health (as he sucks it out of you), but getting chewed on and spit up does worse damage.
Weakness: Indigestion. Get enough fire elements on his tongue, and they will overload to create an
explosive element that will ignite in Koga's belly.
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Minions
Name: Counter Agent ( C )
Health: 2-units
Speed: Same as player speed.
Description: Look like Trellian, but wear hats and have bad intentions. They are nasty little viruses with
Trellians moves (but no heart), who try to destroy Trellian and hinder his progress.
Name: Bloat-Boat ( B )
Health: 1-unit
Speed: These are slower than the player until in range, when they become the player's speed.
Description: Floating boats that attempt to navigate their way to you through terrain in order to deliver an
explosive charge.
Weaknesses: Explosives and water.
Name: Quanta ( B )
Health: 1-unit
Speed: Slightly less than the player's.
Description: Small geometric enemies that float around, flocking in groups. They stop within a given
distance of the player over whatever level area that they cover to form a reflective surface. The surface they
form impedes the player and relects most elements.
Weaknesses: Explosive and electric elements.
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Name: Dodeka ( C )
Health: 3-units
Speed: Higher than the player when at max speed, but will accelerate and then decellerate to get in
shooting range of the player, so it does not always move faster than the player.
Description: Generally follow, get in range of, and rotate around the player using its side mounted
launchers to shoot fire overloads at the player, or occasionaly taking time to stop and take the shots, These
enemies also run and play defense when the player gets in their face, in which case it would wait out of
firing range of the player anticipating approach, and do strafe-shooting when attacked (But not rotating or
otherwise moving).
Weaknesses: Water and flora elements.
Interactive Terrain Objects
Note: Flora can grow, in the number of elements that represent them, which is denoted by the size of the
flora ( A ). Certain flora have cube, element-like, trunks where the elements can be seen directly making up
their trunk; These trees grow in trunk height ( B ), given the addition of water, but no more.
Name: Gogon Tree
Description: A thorned tree that grows in size, but doesn't hurt the player or grow much when water is
applied.
Max Growth: 8-elements
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Default element number: 5-elements
Name: Plat Tree ( A )
Description: A tree with a flat top and a ring of foliage around it, including four stylistic thorns. This is
used for platforming.
Max Growth: 8-elements
Default element number: (2-4)-elements
Name: Broad-plat Tree ( D )
Description: A braod tree with numerous flat topped Plat tree like limbs. This is used for platforming.
Max Growth: 10-elements
Default element number: 6-elements
Name: Swamp Lilli ( A )
Description: A flattened lillipad in generic shape.
Max Growth: 3-elements
Default element number: 2-elements
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Name: Fractana ( D )
Description: A small light-green plant with vibrant fire like flowers. Good for hiding items and switches
as well as giving levels an interesting flare.
Max Growth: 1-element
Default element number: 1-element
Name: Fire bulb ( C )
Description: A small bulb like plant that helps to light a scene, fire elements can be extracted from it.
Max Growth: NA (infinite source)
Default element number: NA (infinite source)
Main character
Name: Trellian
Health: (Default) 5/5. Where the health total can be raised throughout the course of the game to 9.
Description: Taking the shape of a gingerbread man, and the attitude of a bad-ass, this virus gone good
doesn't even take names, he just kicks ass. His movements are fluid and entrancing, like Mario's.
Physical Abilities

Move forward

Move backward

Strafe left
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
Strafe right

Thow/grab elements

Enter/exit from stationary aiming mode, where the mouse is used to aim projectile-elements over a
trajectory arch to the projected location.

Grab element from ground

Jump
Level Design(TODO)
There will be a total of five fully functional levels in the game ( C ).
Fractal Forest
Theme:
(A)
A mysterious thriving environment full of organic fractilian growth (Trees,plants, honey-comb
patterns, etc.) The "forest" is dark with some wireframe terrain, but the ground is mostly flat. The forest
also includes a swamp occupied by "bloatboats" (enemies), as well as floating lillipads and logs. There are
areas that are tranquil and may include puzzels or player pickups as well as thriving areas that have enemies
and/or a more active (perhaps dynamic or moving) environment.
Note: Flora, water, fire, and explosive elements have a big role to play here.
Program Graveyard
Theme:
(A)
A dark place with visible circuitry running through the black floor and walls. The circuitry
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glows white in some places, red in others. Occasionally, garbled data filters across the floor and the walls,
and screams of dying programs can be heard in the distance as they are deleted.
Note: The electricity element has a big role to play here. Electricity involves magnestism and is a source of
memory loss, so it can potentially be used to alter the state of the evironment, element sources, and
enemies (in terms of the health and perhaps behavior).
Voltaic Forge
Theme:
(C)
A sweltering place with flowing lava running in streams along the ground. Rocks abound here
as well as some heat loving flora. Programs that can overheat the processor and wreck havoc are located
here.
Note: Water plays a big role here.
Glaze Desert
(D)
Theme:
Note:
Motherboard
(B)
Theme:
Note:
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Physics Design

Characters need to be able to accellerate and decellerate

Elements get thrown over a distance using a projectile-trajectory model

Elements that are thrown will have gravity applied to them, just as the main character will, but will
also spin as they are thrown (while this emulates centrifical force, it doesn't need to be realistic).

Spring based tongue for the frog boss (Koga)

Some terrain-object sources will be subject to boyancy, like lillipads and logs
Multiplayer
Obstacle Course
Get to the end of the level before your competitors do using your elemental and platforming skills ( A ).
There are no enemies here, except for the other players. Players must take the form of trellian, but in
different colors( B ). There is no health in trying to get to the end, so while players can cream each other in
getting there, they can't take health damage or die. If no one can make it to the end in time, it degenerates
into a multiplayer melee, where the last player standing is the winner ( B ).
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Art(TODO)
Here are lists of every single art asset we will need under each category, along with the associated file
format with which we will make assets of that kind.
<Sprites> .png
Flie naming convention: <entitiy-name>_<animation>_<frame>
<Models> .X
All character's, objects and terrain, fully animated where necessary.The models will be after all
objects as described in the character design section.
File naming convention: <name>
<Textures> .png
File naming convention: <texture-name>_<entity-name>
<Fonts>
Naming convention: <font-name>
Nothing special, we could use a Sans Serif font or even Courier New would suffice.
Include marketing and packaging art (screen captures).
bit depth: 32
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alpha channel: No
In-game object sizes: Units to game, and the size of individual game-entities can be found in the
character design section as relative to the player-character's size.
Details included in .X files:

Vertices

Associated texture-map/s
Sound Requirements(TODO)
Menu and interface sounds
Selections (Single Player, Multiplayer, Controls, etc..):
Like Star Trek console buttons being pressed on a starship.
In-game sounds
Dialog
Dialog will be textual (no voice actors) ( B ), and as the text is parsed along-side a picture of whoever is
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talking, a computer-like set of beeps will be made to somewhat emulate the pattern of a voice talking,
Different pitched beeps and computer noises will indicate different reactions as well as different character
"voices".
Music layout
Level: Fractal Forest
Music: The music here is mysterious and computer-like. Will have Game and Watch type music (Like from
super smash bros. Melee). The music slows in tempo as well as volume when in tranquil sections of the
level, cricket chirping may come in. For the swamp section, there will be a different tune that's more laid
back and melodical, kind of like in Banjo Kazooie, but still somewhat computerized in style.
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Technical Analysis
System Requirements
Minimum system requirements

Windows® 98/Me/2000*/XP*

Intel Pentium™ III or AMD Athlon™ 500Mhz

256MB RAM

32MB Direct3D-compatible video card with Hardware T&L, 32-bit color, DirectX™ 9-compatible
driver (e.g., NVIDIA GeForce 2 class)

2.4GB free Hard Drive Space

Additional hard drive space for Windows swap file and saved game files.

8X CD-ROM

16-bit DirectX™ 9-compatible sound card

56k modem, DSL, Cable Modem or LAN for Multi-play

100 BaseT LAN connection for Light Cycle Multi-play

DirectX™ 9 (included)

Java-compatible Web Browser (e.g. Internet Explorer 5.0 or Netscape Navigator 4.7 or later)
Recommended system

Windows® 98/Me/2000*/XP*
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
Intel Pentium™ 4 or AMD Athlon™ 1Ghz

512MB RAM

NVIDIA GeForce FX video card

2.4GB free Hard Drive Space

Additional hard drive space for a Windows swap file and saved game files.

32X CD ROM

Sound Blaster® Audigy 2 sound card <javascript:BSSCPopup('EAX.htm');>**

DSL, Cable Modem or LAN for Multi-play

DirectX™ 9 (included)
Supported video chipsets

NVIDIA GeForce FX, NVIDIA GeForce 4; NVIDIA GeForce 3; NVIDIA GeForce 2; ATI
Radeon 9700; ATI Radeon 9000; ATI Radeon 8500; ATI Radeon 7500; ATI Radeon 7200;
Matrox Parhelia chipset; Matrox Millennium P750
Major Development Tasks

Graphics

Bitmap drawing

Text
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




Basic object drawing

Particle systems
Physics

Sphere physics

Collision detection

Buoyancy model

Spring model
Input

Keyboard Input

Mouse Input

Key Mapping
Sound

Music

Sound Effects
UI

In-Game display

Stage logos
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




UI menu

Credits screen
AI

Event spawning

Enemy AI
Combat

Throwing cubes

Context sensitive elemental collision
Content

Character animations

Music

Sound effects

Stage logos

Effects

In-Game display

Other graphics
Milestones
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

First playable prototype

Pre-Alpha

Alpha

Focus testing

Beta

Final copy
Marketing

Packaging

Manual

Marketing

Website
Estimated Completion Times
Engine Proof

Simple camera

Character moving in 3 dimensions

Can stand on platforms

Chat system set up for networking

Animation will be in
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
Level editor will be 50%
Prototype

Enemies have simple AI

Character can get cubes and throw them

Enemies can be killed

8 players can watch the same thing on their screen

Networking will be refined

Simple puzzles are solvable

HUD will be present

Camera system will be refined

Level editor done
Pre-Alpha

Half of the enemy AI is complete

Characters can get some cubes of elements

More puzzles will be solvable
Alpha

Enemy AI is complete and needs to be tweaked
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
The main elements are in and can be used

The main puzzles are complete and solvable

Networking is done and needs to be tweaked

Camera system is following a basic pattern and needs tweaking
Beta

Everything is done but bugs and tweaking for gmaeplay
Gold

Everything as stated in the GDD is complete
Appendices
The following is a set of rules for given game constructs and entities.
Levels

Are closed with bounding walls.

Have two sections, a primary-section, including platforming, puzzles, enemies, obstacles,
terrain, and items. Then there is a boss section containing a boss as well as elements and
element sources used to defeat that boss.
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions

Have "primary-sections" that can be can be quit large, and may be broken up into diffrent areas
through the use of a door as a seperator.

Follow a given theme, but can have different types of terrain, like a swamp section in the
Fractal Forest.

Have limited element sources
Player

Cannot go outside of the level boundary walls.

Can only hold one element type at a time, before throwing or absorbing it.

Can only hold a limited number (density) of an element type, which depends on Trellians
current strength level.

Strength and health levels can increase throughout the game via rare meter increase upgrades.
Elements

Interact with one another in the specified way (table below). .

Exist in element sources and can be found in levels for the players use.

Are of stagnant or non-stagnant type. Stagnant element types stick around the level but exist
only in limited amounts. Non-stagnant types dissappear a short while after being thrown or
used otherwise.
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions

Can be overloaded if the density is too high. Element overloads are dangerous and are what do
damage to both the player, bosses, and enemies.
Element Sources

Are often terrain objects, but can be areas of the ground as well (low stream or plant filled
ground)

Can be destroyed if they are finite. Finite element sources that are destroyed simply reproduce
else where or reproduce after the area is left by the player-character.

Are either infinite: produce an infinite number of non-stagnant elements or are finite:
producing a limited number of stagnant elements.

Exist in element sources and can be found in levels for the players use.

Are of stagnant or non-stagnant type. Where (again) produced stagnant elements stick around
the level, non-stagnant ones will dissappear shortly after use, unless other elements of the same
type are quickly thrown into it to produce an elementall overload.
Terrain

Sometimes the ground can act as an element source.

Some terrain objects are destructable via the explosive element.
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions
Enemies

Behave differently from one another, and make use of compelling AI, enough to make the
game interesting and more interactive.

Sometimes have unlimited element resources by default.

Have a set number of health, and strength by default.

Can damage the player using methods other than element overloads
Bosses

Behave differently from one another, and make use of compelling AI, enough to make the
game interesting and more interactive.

Can have non-elemental attack abilities

Cannot exit the boss arena, but may be seen outside of it in a special case (Like a cut-scene or
brief encounter).

Have an advantage over the player in some aspect/s, but a weakness in some other aspect/s.

Give the player a special upgrade or item after being defeated.

Have a set number of health, and strength by default.

Sometimes have unlimited element resources by default.
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Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions
Team Signoff
By signing my name below, I verify that I have read and understand all material in this document and agree
that this is the game that I want to create. I will do the best that I can to create the game based on the
design presented, and I will accept any changes and modifications to these rules based on the decisions of
the designer during development.
Greg Kohne __________________________________________
Adam Henderson____________________________________
Malia Guerrero_______________________________________
Ross Dexter_________________________________________
Before writing any code or creating any content for System Chaos: The Adventures of Trellian, all persons
must sign their name on a line above.
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