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 2 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 3 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. 4 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 5 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 6 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 7 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 8 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 9 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 10 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 ) 11 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions (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. 12 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions In–Game Display Player Interface Basic game flow: 13 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 14 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions HUD Screenshot of HUD only: Where the health meter is indicated in red, and the throw/grab strength meter is in teal. 15 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions Credits Main Menu Single Player Multiplayer Set Controls Quit 16 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions Pause Screen 17 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 18 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 19 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 20 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 21 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 22 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 23 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 24 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 25 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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: 26 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 ). 27 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 28 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 29 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 30 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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* 31 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 32 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 33 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 34 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 35 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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 36 Copywrite Digipen(USA) Corporation All Rights Reserved 2005, GAM300, Ben Ellinger, Team Polymorphic Productions 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. 37 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. 38 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. 39 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. 40 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. 41