Daniel Janson (c) 2009 Plants vs. Zombies™ System Design CONDENSED Controls Left mouse button – point and click Space bar hotkey for in-game menu Game Grid Game grid has a maximum value of 9x5 grid slots Width of playfield static Height is 1-5 (changeable) Height of grid depends on level difficulty represented by green grass lawn darker/lighter lines in the lawn represent the grid (check board pattern) Game Visuals Two background images total One for sunny days, one for night-time, otherwise identical Background image not related to the grid Screen tinted on night-time levels to achieve night look Concrete tiles on each side of the playfield representing the end of the game grid Menu button top right corner. Has mouse over graphical effect Has no sound effects Info box at the top of the screen, from left corner and about 5/6ths of the screen width Sun points displayed at the left side of the info box Sun icon displayed directly over the sun points Sun points will blink red if player attempts to purchase plants with too few suns Sound will play when player attempts to purchase plants with too few suns Rest of info box will display plants purchasable Maximum of six plants on the lineup Displays a plant card for each plant with image and price Mouse over a plant card will display status message as a tool tip Status message says the plant is recharging if on cool-down Status message says the plant name in red if the player do not have enough sun 1|Page Daniel Janson (c) 2009 Status message says the plant name in green if the player has enough sun to purchase Score keeping uses bigger font and images than the lineup Wall / border between the score keeping on the left, and the plant lineup. Plant cool-down are displayed on the line-up as a slightly dark, roll-up curtain style loading bar. The cool-down “loading bar” covers the entire plant card To purchase a plant, player has to select plant from lineup If plant Is selected from lineup, it can be deselected by clicking anywhere on the info box Progress bar in the bottom right corner Progress bar displays progress through the level Contains zombie head which tells the current progress Progress bar is a tube (basic progress bar) Will be covered with green color as the progress continues Progress bar is about ¼ of the total screen width Flags are placed inside the progress bar to symbolize incoming huge zombie waves When the zombie head reaches this flags, the flags will be raised slightly upwards in order to view both flag and zombie head at the same time (don’t want the zombie head to cover up the flag) The zombie head has a smooth motion Level counter in the bottom right corner, directly to the left of the progress bar Displays level using two 2 digit numbers with a hyphen in between. (level 1-2. Level 2-2, Level 1-9 etc) First digit from 1-2, last digit from 1-10 Uses same size as used in the score keeping, making the level indicator slightly larger than the progress bar Important messages (huge zombie wave approaching) pop up on the center screen with a huge font and bright red text color Help messages and clues appear on the bottom center of the screen with the same size but bright yellow (must be easily readable) text When more than 6 plants are unlocked the plant selection screen is activated before each level Plant selection screen looks the same as the plant lineup, just with 6 slots width and 4 slots height. Appears directly beneath the plant lineup on the top of the screen, and fills the entire left 2/3rds of the screen Plants appear in this screen as they did in the lineup Mouse over plant cards in the selection box will trigger tool tip displaying a short explanation of that plant’s ability. To select a plant to the lineup, the player must click on a plant from the selection box A sound is played when adding a plant to the lineup 2|Page Daniel Janson (c) 2009 Plants selected from the selection box will be blacked out 50% Each plant has a static position in the selection box The player can place the plants wherever he likes on the plant lineup When six plants are added to the lineup, a “play” button at the bottom center of the selection box will be lit and activated. Pressing this button begins the level If no sun-growing plants are selected on a night-time level, a confirmation box appears (are you sure? Y/N) This confirmation box will explain the importance of sun-growing plants in a night-time level, as well as asking if the player wishes to continue. Game Initializing Background graphics are in place as player enters level Song played (will repeat endlessly)(different song on night-time levels) View of the house first Camera pans to the right viewing the grass / playfield Camera pans further to the right to reveal zombies on the pavement just outside the grass on the right side Camera pans back to the playfield in the middle (the grass lawn) IF first time playing --------------Roll of ready-lawn rolls out from the left on the middle grid line On the second level new rolls will roll out from the left on the 2nd line from the bottom and the 2nd line from the top (making it at total of three grid lines – the three middle ones) On the fourth level the remaining rolls of lawn will be rolled out, and the entire 5x9 playfield will be used -----------------Lawn mowers roll in from the left side just before player is given control Level indicator appears Animated messages appear on the center screen. Ready, Set, Plant Sound effects played on each of the three messages Sound effects when the zombies approach the playfield from the right Sun Score set to 50 Zombies do not move towards the house until about 20seconds Level progression bar appears only when the zombies get into view 3|Page Daniel Janson (c) 2009 If the player has more than six plants, the Game Initializing will be slightly different Background graphics are in place as player enters level song is played (will repeat endlessly) (different song on night-time levels) View of the house first Camera pans to the right viewing the grass / playfield Camera pans further to the right to reveal zombies on the pavement Camera stops when the zombies are in camera view Plant selection box will appear on the left side of the screen while the zombies still can be seen on the right side When six plants are selected, the “Play” button is lit. Will not initiate the level until the player has selected six plants, and pressed this button When the button is pressed, the selection box will drop vertically until it is out of the screen From here, the same initializing process as normal Game Elements Plants Effects and events equal to all plants A sound is played when a plant is selected from the lineup A sound is played when a plant is planted on the grass When the player has inadequate suns to purchase the plant, the plant card in the lineup will be blacked out 50%. Same blackout effect as if it were on cool-down – just without the rolling curtain graphical effect Plants can be placed on any slot in the grid Ghost-plant appears when a plant is hovered over a approved planting spot Ghost-plant snaps to the nearest approved planting sport when the plant hovered is moved on the grid Plants cannot be placed on top of other plants or on top of graves Plants can be placed on slots regardless of whether a zombie is there or not. Plants will only shoot towards the right Chumper eats from the right Squash jumps both to the left and right Cherry bomb explodes in a 3x3 radius, dealing damage to anyone in the next spot regardless of direction 4|Page Daniel Janson (c) 2009 Peashooter Shoots peas on zombies Graphical effect when shooting Graphical effect when not shooting (lively motion though stationary) Sound effect when shooting, Graphical effect when in idle Graphical effect when shooting Sound effect when hitting a target, distinct to this plant Sunflower Grows additional suns Suns provided by sunflower have a cool-down timer Graphic effect when sunflower is about to create sun Graphic effect when sunflower drops the newly made sun Sound effect when sun is dropped Graphic effect after sun is dropped Graphical effect when in idle Suns made by sunflower gives 25 sun score Player can collect (by clicking on the sun) as soon as it is visible Cherry Bomb Has a 3x3 grid slot range Zombies affected by cherry bomb die instantly No max limit for amount of zombies killable for each bomb Has a cool-down from start in each level Graphical effect while in idle “loading-type” sound played right before it blows Violent exploding sound played when it explodes Massive exploding graphical effect when it blows The word “Powie!” in the middle of the explosion when it blows 5|Page Daniel Janson (c) 2009 Squash One-time usable only Disappears after use Can stomp to the left and to the right Does not work across different grid lines Graphical effect when in idle Graphical effect when a zombie is within range Sound effect when leaping towards a zombie Sound effect when hitting the ground Zombies squashed by the squash disappears / drilled into the ground Squash kills all zombies in the grid slot it leaps onto Snow Pea Fires frozen pea Substantial slowing effect on all enemies Hits one target at a time (the first zombie in the line) Graphical effect when firing Graphical effect when in idle Sound when firing Sound when hitting target Chumper Can only eat one zombie at a time Eats for a long time Graphical effect when in idle Graphical effect when reaching for a zombie Graphical effect when eating zombie Sound effect when reaching for zombie Repeater The same as peashooter fires two times for each attack Slight delay between shots to show player it actually fires twice same cool-down between attacks as the peashooter and snow pea Graphical effect when in idle Graphical effect when firing Sound effect when firing sound effect when hitting target 6|Page Daniel Janson (c) 2009 Sun Shroom Creates suns Small suns firstly Grows larger after some time in-game then creates normal sized suns Small suns give 15 sun score Normal suns give 25 sun score Graphical effect when in idle Graphical effect when creating small sun Graphical effect when creating normal sun Sound effect when creating sun (small/normal has the same sound) Graphical effect when growing in size Puff Shroom Costs nothing Short-ranged attack few hit points, easy to destroy by zombies Graphical effect when in idle Graphical effect when firing Sound effect when firing Sound effect when hitting target Fume Shroom Looks like the Puff Shroom (with minor differences) Shoots a beam of fume on the enemy This attack can damage zombies with shields Graphical effect when in idle Graphical effect when firing Sound effect when firing Sound effect when hitting target Grave Buster Destroys graves Can only be planted on top of a grave When the grave is destroyed, the grave buster will disappear Graphical effect when destroying grave Sound effect when destroying grave 7|Page Daniel Janson (c) 2009 Wall-Nuts (bowling) Special plant for special level Rolls to the right at high speed Will change direction when hitting zombie Direction can either be upwards to the right or downwards to the right Will not stop until it has rolled out of the screen view (Aka not stop ever) Will change direction to whichever that will take him to the opposite side of the grid No maximum hits Graphical effect when rolling Graphical effect when changing direction Sound when hitting target Exploding Wall-Nuts (Bowling) Special plant for special level Performs similar to the regular wall-nut (bowling version) Explodes on impact similar to the cherry bomb attack Same range and damage as cherry bomb Graphical effect when rolling Graphical effect when exploding Graphical effect when changing direction Sound effect when rolling Sound effect when exploding Cool-down Chart showing the difference in cool-down time between plants shortest cool-down on top, longest on the bottom. Sunflower Puff-Shroom Grave Buster Peashooter Fume Shroom Snow Pea Grave Buster Sun Shroom Chumper Re-Peater Wall-Nut Squash Cherry-Bomb Short cool-down Short cool-down Short cool-down Short cool-down Short cool-down Short cool-down Short cool-down Short cool-down Short cool-down Medium Cool-down Medium cool-down Medium cool-down Long cool-down 8|Page Daniel Janson (c) 2009 Price Chart showing the difference in price between plants Puff Shroom Sun Shroom Sunflower Wall-Nut Squash Fume Shroom Grave Buster Peashooter Chumper Cherry-Bomb Snow Pea Re-Peater Lightly Priced Lightly Priced Lightly Priced Lightly Priced Lightly Priced Medium Priced Medium Priced Medium Priced Medium Priced Medium Priced Heavy Priced Heavy Priced Zombies Effects and events equal to all zombies. Sound effect played when zombies enter playfield Zombies loses head after taken X % damage (graphical effect) Sound effect when head hits the ground When head is lost, zombies have 1 hit point left Falls to the ground dead when killed (graphical effect) Sound effect when hitting the ground Graphical effect when zombie eats plant Sound effect when zombie eats plant Graphical effect when blown up Sound effect (zombie voice) when zombies enter playfield No limit as to how many zombies can be in one grid slot Graphical effect when hit (blink/highlight for half a second) 9|Page Daniel Janson (c) 2009 Regular Zombie benchmark for the other zombies’ stats Sound when hit Zombie with cone on its head Orange traffic cone on top of head Twice the hit points as the regular zombie Graphical effects when hit Sound effect when hit Loses cone when halfway through hit points (graphical effect) Without the cone on his head, he makes the same sound as the regular zombie when hit Zombie with bucket on its head Metal bucket on the head Three to four times the hit points as the regular zombie Graphical effect when hit Sound effect when hit Loses bucket when halfway through hit points Same sound as regular zombie when hit without bucket on Graphical effect when losing bucket Zombie carrying flag Carrying red flag with a brain image on it Same hit points as the regular zombie Appears only when “huge waves” of zombies attack Damage taken is shown on the flag as it deteriorates Graphical effect when taking damage Sound effect when hit (same as regular zombie) 10 | P a g e Daniel Janson (c) 2009 Pole-jumper Zombie Carries a pole (athletics pole-jumping pole) Dressed like a proper athletic Jumps of the first plant he encounters Loses his pole after the jump While still having pole, he has increased movement speed Loses this increased movement speed when the pole is lost Sound effect when jumping over a plant Graphical effect when jumping over a plant Sound effect when hit (same as regular zombie) Is immune to ranged damage during the pole-jump is NOT immune to damage from explosions or squash during the pole-jump Shield-carrying zombie Carries door as shield Does not take damage from plants except for the Fume Shroom Outstanding hit points – very hard to kill graphical effect when eating plant (distinct effect to this zombie) Sound effect when hit Graphical effect when taken damage Newspaper-reading Zombie Spawns with newspaper in hand “reads” newspaper as he moves along The newspaper absorbs damage Graphical effect when taken damage (newspaper deteriorates) Goes into enrage-mode when losing his newspaper Enrage-mode gives damage and speed increase. Enrage-mode does not fade until he is dead. Sound effect when going into enrage-mode Graphical effect when eating plant(distinct effect used on this zombie only) 11 | P a g e Daniel Janson (c) 2009 Enemy AI Main objective for zombies is to reach the house Will eat any plant in their way Spawn at random Each level has its own spawn randomizer Zombies only move to the left. Zombies will not stop (unless eating a plant) Will not turn to the right to eat a plant planted behind them Do not move across grid lines Misc Lawn Mower Placed on the left side of the screen outside the playable grid Spawns seconds before player gets control – rolls in from the left Graphical effect on spawn The bottom one spawns first, then the one above and so on. One lawn mower for each grid line Face towards the right Lawn mower is turned active when a zombie reaches the pavement tile on that specific grid line Lawn mower will run down the grid line when turned active, killing every zombie in the way Graphical effect when active Sound effect when active Lawn Mower does not harm, destroy or damage plants One-time usable only. Does not respawn in same level after use Shovel Removes plants Works on plants only Needs to be selected from the info box for each use removal of plants are instant without delays or timers Appears in a box of its own, to the immediate right of the info box Free use of shovel, no fee. 12 | P a g e Daniel Janson (c) 2009 Sun Only accepted currency in the game Two types – Small and normal sized suns small suns give 15 sun score, normal suns give 25 sun score Suns drop vertically from the sky (when in daytime levels) and lands randomly on the playfield Game grid does not apply to suns, can land anywhere on the grass Suns appearing from the sky has a cool-down timer similar to those created by sunflower and Such Suns not picked up disappears after a while When picked up, graphical effect is triggered. When picked up, sound effect is triggered Graves Graves appear in the game grid right before player gets control Sound effect when appearing Graphical effect when appearing Cannot plant plants on top of graves 1 zombie will spawn out of each grave at each “huge wave” zombie attack Graves are removal with the use of the Grave Buster plant Graves do not stand In the way of zombies. They have no logical place, only visual – so the zombie act /move like it wasn’t there. Achievement /reward Plant drop last zombie in each level drops item or plant The drop is either an item or a plant card, leaving it on the grass where the zombie was killed. Graphical effect when item is dropped Level is not complete until the drop is clicked on. Game stops when item is dropped (i.e. no more suns are created, sound and all graphical effects are halted except for the idle graphical effect for the plants) Graphical transition when item is picked up Sound effects when item is picked up The game enters a “new plant-screen” 13 | P a g e Daniel Janson (c) 2009 New plant screen New screen accessed when new item is unlocked Big image of the plant card / item at the center screen Big title on top center screen Short description of the plant / item below the image Next-level button on the bottom center screen Must press this button to continue. Song distinct to this screen is played on repeat Next level initiates directly when the continue button is pressed In the full version in the last two levels the selection box is changed Entire grid in the selection box is filled with plants The bottom two rows (total of 12 plants) are filled with blacked out plants Big text across these two bottom rows saying “49 plants await you in the full version”. In-game menu In-game menu is dead center on the screen music will stop instantly when entered No sound effects on any of the buttons Mouse over graphical effects on all buttons Player can toggle sound on/off Player can toggle music on/off Restart level button which will reset present level Confirmation box appears when pressed Try the full version button, which redirects the player to the plants vs. zombies’ web page. Quit game button, which quits to the main menu Confirmation box appears when pressed Back to game button, which quits the in-game menu This button is twice the size of the other buttons 14 | P a g e Daniel Janson (c) 2009 Extraordinary Levels Learning Levels / Tutorial In level 1-1 the player is introduced to the game and controls through a learning level. In this level there is only one line in the grid, the center line. The player starts with 150 sun score, and a peashooter on the lineup (which is flashing, and has got an arrow pointing towards it) On the bottom center of the screen messages are displayed to tell the player what to do. The player is told to click on the seed packet to pick it up He is then told to place it on the grid line. A sun falls from the sky, and the player is asked to collect it by clicking on it. (these suns spawn rapidly, and despawn just as fast) Once the player has collected two suns, he is asked to click on the peashooter in the plant lineup once more to plant another one. When this is done, the zombies appear from the right and the game is on the way. When all zombies are killed, the last one drops the sunflower card. The game goes to a “New Plant-screen” which displays the newly acquired Sunflower. In level 1-2 a message is displayed on the bottom center of the screen once more, saying that the sunflower is important and that the player should try to plant at least three of them. The player starts with 50 suns. As soon as one sunflower is planted, the level is turned active and the zombies approach from the right. When the player has planted two sunflowers, a new message appears saying that the more sunflowers the player plants, the more suns he’ll get. In level 1-5 the player is to learn how to use the newly acquired Shovel. A figure appears in the left part of the center, covering the entire height of the screen. He speaks to the player as talk bubbles appear in the center of the screen. (The man who’s calling himself Crazy Dave greets the player) He instructs the player to Use the shovel (from the shovel icon on the top of the screen. All other visual components are disabled at this time) and remove three peashooters that are positioned on the playfield (which is now a full 9x5 grid pattern) Messages appear on the bottom of the screen as the player continues the removal. (keep digging, one more etc) Once all three has been removed, Crazy Dave reappears on the left side of the screen. 15 | P a g e Daniel Janson (c) 2009 The playfield is now turned into a bowling alley. The plant lineup is converted to a conveyor belt, with Wall-Nuts and exploding Wall-Nuts appearing from the right end rapidly. (If the plants that appear are not used, they do not continue out on the left side of the conveyor belt / plant lineup, the plants will stop on the left side as they have nowhere to go and bundle up. The player is to use the walnuts as bowling balls, placing them on the left side of a line (which has appeared for this event only, located between the third and fourth slot from the left. The walnuts act like bowling balls, and roll towards the right of the screen where zombies spawn as usual. If the entire conveyor belt has been clogged up by unused plants, no new plants will appear from the right until some space is freed up / plants have been used. In level 1-10 the player does not get to select plants from the selection box prior to the level. The camera views the house on the left, pans to the right to see the grass / playfield – and then the level starts. No view of the zombies. The plant lineup on the top of the screen is yet again converted to a conveyor belt, where plants come in from the right. It is randomly selected which plant that appear on the belt. New plant each third second on the belt. All plants are free, since there are no suns in this map. 4-5 times as many zombies spawn on this map as the map before The duration of the level is longer as well – twice as long. Noticeable Levels From level 2-1 to 2-4 the game goes into night-time mode, where the sunny skies are gone and no suns will appear from the sky. 1. The entire screen is tinted for that night-time look. 2. The background image is changed to an appropriate night-time image with dark skies and stars. 3. Crazy Dave appears to the left again in level 2-1, with the chat bubble in the center screen telling the player that this map will be different than the previous ones as this one (and the rest of the levels throughout the game demo) is at night, there will be no suns falling from the skies. 4. He gives the player a new plant, the Puff Shroom. This cost no suns to make, and has a ranged attack. 5. During the night-time levels, sun-spawning plants are essential in order to get through the map! 6. After Crazy Dave has said what needs to be said, he is gone and the game goes into plant selection screen as normal. 16 | P a g e Daniel Janson (c) 2009 Game Over When a zombie walks across the playfield and disappears outside the left end of the screen The game stops Visual elements are disabled Selected plants/items are deselected Controls are rendered inactive Camera pans to the left (to the house) A zombie walks through the door Sound effect “scream” is played Graphical effect is triggered (the text “The zombies have eaten your brains!”) appear on the Center screen in massive huge font size and green text The text disappears Game over box appears on the center screen which says Game Over The game over box has a Quit Game button on the bottom The buy the full version screen is initialized This screen has two buttons, Try the Full version and Quit Game Try the full version – takes the player to the Plants vs. Zombies web page Quit - takes the player back to the main menu Game Completed When all zombies in the final level are killed: The game is rendered in-active Player controls are inactive. All sound and graphical effects are turned off (except for the idle movement effect for the plants) Crazy Dave appears Talking bubble on the center screen with info Crazy Dave disappears Game goes to “Try the Full Version” screen. 17 | P a g e