1 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Perplexed GDD 0.9 3/7/2016 Team Infinite Sadness Chris Glass Adam Henderson GAM400 Summer '06 Instructor: Michael Moore Contact: Chris Glass (Cglass@DigiPen.edu) All content © 2006 DigiPen (USA) Corporation, all rights reserved. 2 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Table of Contents Introduction ................................................................................................................................................3 High Concept.........................................................................................................................................3 Game Introduction.................................................................................................................................3 Brief Description ..............................................................................................................................3 Puzzle Mode ................................................................................................................................3 Action Mode ................................................................................................................................3 Zen Mode ................................................................................... 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Core Game Play ................................................................................................................................3 Target Audience ....................................................................................................................................3 Requirements .........................................................................................................................................4 Budget & Schedule ................................................................................................................................4 Reference Products ................................................................................................................................4 Team Mission Statement .......................................................................................................................5 Example of Gameplay ...........................................................................................................................5 Game Play Mechanics ................................................................................................................................5 Components of the game .......................................................................................................................5 Game Flow ............................................................................................................................................5 Pieces .....................................................................................................................................................6 Victory/Loss Conditions .......................................................................................................................6 Items ......................................................................................................................................................6 Multiplayer ............................................................................................................................................6 AI ...........................................................................................................................................................6 Audio .....................................................................................................................................................6 Graphics ................................................................................................................................................7 Descriptions ...............................................................................................................................................7 Art..........................................................................................................................................................7 Audio .....................................................................................................................................................7 Sound Effects:...................................................................................................................................7 Music: ...............................................................................................................................................8 Appendices .................................................................................................................................................8 Controls .................................................................................................................................................8 Keyboard Controls:...........................................................................................................................8 Piece controls: ..............................................................................................................................8 Misc controls: ..............................................................................................................................9 Mouse controls: ................................................................................................................................9 No piece held: ..............................................................................................................................9 Piece held: ....................................................................................................................................9 Screen shots .........................................................................................................................................10 Porting .................................................................................................................................................11 File Names...........................................................................................................................................11 Budget .................................................................................................................................................11 Detailed Schedule ................................................................................................................................12 Sign Off ....................................................................................................................................................14 All content © 2006 DigiPen (USA) Corporation, all rights reserved. 3 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Introduction High Concept Perplexed is an exciting 3D block puzzle game with the feature of being able to create your own puzzles Game Introduction Brief Description Perplexed is a 3D puzzle game. The player will manipulate blocks to fill a larger wireframe object. The play can be done with solely the mouse or keyboard or a mix of both, with a control style meant to be intuitive to everyone. The art style will be a simplistic interface making minimal use of textures, so as not to distract the player from assembling the object. The objects will start out simple and as levels progress they will grow in size into complicated pieces. Puzzle Mode The player simply must fit all the pieces into the object, thereby granting him access to the next level. He will be able to manipulate pieces, even after placing them. He will also be able to put them back into a tray, as well. Creative Mode In creative mode, the player is allowed to create their own puzzles and save them for others to be able to play. When the player chooses Creative Mode, the player is introduced to a special screen where he can create his own arena in which to place the pieces in. Afterwards, the player sees the same interface as in Puzzle mode, except it adds all of the playable types of puzzle pieces in the tray, in which an unlimited number may be placed in the arena. Core Game Play By completing an object successfully, the player will feel a strong sense of accomplishment. Initially the puzzles will appear complicated, but still be easy to solve, making the player feel smarter and more proud than he initially is, similar in style to Sudoku. Target Audience We anticipate the game will receive an E rating from the ESRB. The game should be primarily played by stay-at-home mothers in their late 30s and other fans of casual games. All content © 2006 DigiPen (USA) Corporation, all rights reserved. 4 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Requirements Operating System: Windows 98/ME/2000/XP Processor: Pentium 400MHz Video Card: 16MB Video Card (NVIDIA TNT2 class) Processor: DirectX compatible Sound Card RAM: 64 MB RAM CD-ROM: 6x CD-ROM Processor: Mouse and Keyboard Budget & Schedule Units needed to be sold to break even: 14,527 (self-published) Units expected to ship: 25,000 Expected Profit: 20,000 units sold = $247,800.00 June 2nd – GDD June 9th – TDD and Timeline June 30th – Engine Proof July 21st – First Playable September 30th – Revised GDD October 10th – Alpha November 10th – Beta December 2nd – Gold Reference Products 3D Tetris 3D-Tetris was a fairly obscure 3D title. Using a top-down view, you manipulated tetrads in 3D space trying to fill a plane, instead of a line. Unfortunately, because the area needed for a clear was exponentially larger than a line, and because of the interface, the game was slow-pased and quite boring. Fulfillment Fulfillment is an online flash-based game from HomoKaasu.org. The object in the game is to arrange a randomly generated set of pieces into a grid that increases with each level. It is free to play and quite addicting for the fast pace. Our goal for Perplexed would be to mimic this game All content © 2006 DigiPen (USA) Corporation, all rights reserved. 5 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 successfully in three dimensions. Eggmania Eggmania is a current-gen console and handheld game where two players compete using 2D blocks to build a tower to the top of a level. It sold quite poorly because it felt random and unpolished. Our game will have more substance and consistency, therefore becoming more successful. Team Mission Statement This is a huge undertaking for us. In our previous years, neither of us has coded the engine to the game, merely made other components such as the GUI, AI or Physics. We hope to get a fairly functional 3D engine implemented that's impressive enough to the average person and cover it up with special effects. If that becomes difficult, the game can still stand on its own without fancy effects, allowing us to work on other aspects of gameplay, such as automatic level generation and a jukebox. Example of Gameplay The player selects Puzzle mode and the game loads. Perplexed finds his jukebox and begins playing some Aerosmith as the unfilled object spins into view and the first piece is queued up. He puts it flat onto the bottom layer, spins it once and locks it in, seeing a flash and hearing a cue indicating so. The next piece advances on the queue and he places it opposite the other, making a Ushape in the back. Then he gets a square, which he uses to fill the gap. Play proceeds until he has filled the object, at which point, the outline disappears, the object rotates and fanfare plays. ................................................... Game Play Mechanics Components of the game Object – The overall object the player needs to construct. Piece – The building blocks of the game. Tray – Holds the pieces the player has not placed inside the object. (Puzzle/Zen Mode) Timer – Displays the current time elapsed. Game Flow The player begins with a zero'd timer, a full tray of pieces and an empty object. In puzzle mode the first piece will appear translucently in the object and the player must manipulate it into a position. Once he sets it, he chooses another pieces to place in and continues until all have been placed. He can also manipulate existing pieces to his liking. Once the object is filled 100%, he is congratulated and the next level begins. In action mode, he has no control over piece-choosing and must instead work as fast as possible, trying to avoid overlaps and edge overflows. All content © 2006 DigiPen (USA) Corporation, all rights reserved. 6 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Pieces Initially the game pieces will be simple two or three block shapes and slowly ramp up to more complicated designs. Below are shots are all the possible 4-block or less pieces. Victory/Loss Conditions The game ends in puzzle mode when the player manually quits or completes all the puzzles. Items No. There are none. Multiplayer The players can compete to get higher on the high score list. Or just hack the save file that stores the data. AI Perplexed will have very minimal AI. The only choices the computer needs to make is what pieces to give the player in action mode and what object comes up next. If time allows, we may develop an object generation engine that will make an endless combination of objects. Audio The sound in the game will also be very basic. Sounds for piece movement and placement will be quiet click-type sounds. If time allows, a jukebox for playing music will be introduced, or we may possibly include ambient music. Level completion will trigger a fanfare. When the life bar is low in All content © 2006 DigiPen (USA) Corporation, all rights reserved. 7 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 action mode, the music may speed up, as well. Graphics Because of the team size and shared experience, the graphics will be kept simple. Particle effects will appear when the player is moving pieces and locking them in. They will also appear as fireworks upon object completion. The menus will be very dynamic and animated in a style consistent to the game play. Textures will be used sparsely. The pieces may have simple textures on them to differentiate them from other shapes, as will the plane the object rests on. However, time persisting, those will be customizable. Descriptions Art Each piece in the game will have a custom texture, to help players recognize the difference between the variety of pieces. The general theme will be stones, like marble, granite, etc. The skybox will be fixed and 2D. The particle effects will all be derived from a gray ball and the engine itself will affect the coloring of it. The object outline will also be generated from the engine, no art needed. The GUI will be partially transparent with a slightly-transparent sharp look. In the tray, the pieces will still be rendered in 3D, slightly rotating back and forth with a glow behind them, albeit scaled back to be smaller than when taken out. The text will be white Arial with a black drop shadow to help contrast. The game logo will be a static image. While it is just text, some characters will be modified beyond what a text output could provide, so it will be a custom image. Audio Sound Effects: Menu choice Menu highlight Game Start All content © 2006 DigiPen (USA) Corporation, all rights reserved. 8 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Piece highlight Piece movement Piece rotate Piece repicked up off object Invalid piece position Puzzle completion Jukebox – Next song Jukebox – Pause Jukebox – Volume Adjust Jukebox – Show/Hide Music: Title screen Puzzle mode Appendices Controls The game can be played with either the keyboard or mouse or both. Keyboard Controls: Piece controls: W/↑ – Move piece away from player. S/↓ – Move piece toward player. A/← – Move piece left on the plane. D/→ – Move piece right on the plane. Q – Shift piece up one layer E – Shift piece down one layer I – Rotate piece 90 degrees around X-axis K – Rotate piece -90 degrees around X-axis J – Rotate piece -90 degrees around Y-Axis All content © 2006 DigiPen (USA) Corporation, all rights reserved. 9 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 L – Rotate piece 90 degrees around Y-Axis U – Rotate piece -90 degrees around Z-Axis O – Rotate piece 90 degrees around Z-Axis Misc controls: Space – Place/Pickup piece that cursor highlights (In 3D or tray space) F – Rotate camera counter-clockwise H – Rotate camera clockwise T – Zoom in G – Zoom out Ctrl – (While Held) With WASD, manipulate cursor Esc – Pull up exit menu F1 – Enable/Disable layer display F2 – Enable/Disable queue/tray F3 – Enable/Disable plane F4 – Enable/Disable text display Mouse controls: Left-click – Grab/Place highlight object No piece held: Scroll Wheel – Zoom in/out Movement – Move camera hold LMB – Move cursor to pick piece Piece held: Movement – Shift piece around XZ plane MMB – Y-Axis: Around X-Axis MMB – X-Axis: Around Z-Axis RMB – X-Axis: Around Z-Axis RMB – Y-Axis: Around Y-Axis Scroll Wheel – Move up/down layers All content © 2006 DigiPen (USA) Corporation, all rights reserved. 10 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Screen shots In-game: Title Screen: All content © 2006 DigiPen (USA) Corporation, all rights reserved. 11 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Puzzle Select: Porting Because of the simple graphics of the game this game could even work on the GBA or DS. Porting will mainly be focused on making the controls work. Dual-analong and shoulder buttons will be necessary for easy porting. File Names All media will be in the /Art folder. Graphics will be tgas. Sound will be numbered and end in ogg or wav. Budget 1 Producer / Programmer - $70,000.00 1 Technical Director - $70,000.00 Computers and Software - $40,000.00 Total Cost: $180,000.00 over eight months. Cost Per Unit: $2.60 ( CD & Quick Install Leaflet ) Manufacturer's Suggested Retail Price: $14.99 Units needed to be sold to break even: 14,527 (self-published) Units expected to ship: 25,000 All content © 2006 DigiPen (USA) Corporation, all rights reserved. 12 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Expected Profit: 20,000 units sold = $247,800.00 Worse-Case sales forecast: 10,000 units sold $56,100 Lost Best-Case sales forecast: 25,000 units sold $309,750 Profit Detailed Schedule June 2nd – GDD June 9th – TDD and Timeline June 30th – Engine Proof + 3D Engine in place + Pieces controllable + Early User Interface + Basic particle effects + Piece selection July 21st – First Playable + Puzzles solvable + Action mode implemeneted + Improved particles + Mouse control + Zen Mode started September 30th – Revised GDD/Pre-Alpha (Ignore this, see new schedule) + Modes revised and rebalanced + More puzzles implemented + Early sound engine in place October 10th – Alpha + Menu system All content © 2006 DigiPen (USA) Corporation, all rights reserved. 13 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 + Finalized controls + Amazing particles and texturing + Zen Mode completed + Basic sound November 10th – Beta + Skybox + Jukebox + Puzzle creator + Piece animation December 2nd – Gold/Final + No bugs + Balanced gameplay All content © 2006 DigiPen (USA) Corporation, all rights reserved. 14 - Perplexed – Team Infinite Sadness – GAM400 – Summer '06 Sign Off 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. Adam Henderson (Producer) ____________________________________ Chris Glass (Designer) __________________________________________ All content © 2006 DigiPen (USA) Corporation, all rights reserved.