Game Design Document for HangOn!, a unique platformer game....
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Version
DSKSIGA2 FINAL YEAR PROJECT ‘09
Game Design Document
Hang On
Team
LOLQQ
Project lead
Harshal Chheda
[email protected]
Tech lead
Amol Bankar Art lead
Siddhesh Malkarnekar Concept art consultant
Jerome Regef
Design document by Harshal Chheda
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16-11-09 17-11-09
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17-11-09
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18-11-09
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21-11-09
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24-11-09
First draft Major proofreading Collating and integration of sketches and text from various documents Major formatting, added graphics and polish effects Added section: Team Structure Minor grammatical, formatting and technical corrections Fixed text in the ‘Enemies’ section not showing because of textbox size Added change log Added controls section Correctly placed ‘Progression’ topic Fixed descriptions of some normal form ability sketches not being in numbered lists Major formatting, added graphics and polish effects Added abilities in Game play section Moved weakness and vulnerabilities to the Game play section Balancing section removed Added Technical Overview Minor grammatical, formatting and technical corrections
Table of Contents Introduction .............................................................................. 1 Universe .......................................................................................... 2 Premise and characters .................................................................. 3 Visual Style ..................................................................................... 4 Colour schemes and ambiance ....................................................... 5
Gameplay................................................................................. 6 Normal Form ................................................................................... 7 Abilities............................................................................................ 7 Weakness and vulnerability ............................................................ 7 Inflated Form ................................................................................... 8 Abilities............................................................................................ 8 Weakness and vulnerability ............................................................ 8 Goo Form ........................................................................................ 9 Abilities............................................................................................ 9 Weakness and vulnerability ............................................................ 9 Hardball Form ............................................................................... 10 Abilities.......................................................................................... 10 Weakness and vulnerability .......................................................... 10 Game Demonstration .................................................................... 10
Detailed abilities list and illustartions ...................................... 11 Normal Form ................................................................................. 11 Swinging across a gap ............................................................................ 11 Chain Swinging ....................................................................................... 11 Accelerated swing & 360 °swings using poles ....................................... 11
Normal Form …contd .................................................................... 12 Pulling an object to clear a path .............................................................. 12 Shocking or avoiding enemy ................................................................... 12 Boss: Moving plant.................................................................................. 12
Inflated Form ................................................................................. 13 Slow fall, jump-kill ................................................................................... 13 Jumping and fans.................................................................................... 13 Controlling falls ....................................................................................... 13 Plugging gaps & floating ......................................................................... 13
Goo Form ..................................................................................... 14 Bullet immunity and assimilation (Enemy is shooing at coop) ................ 14 Boulder dodging (A boulder is rolling toward Coop) ............................... 14 Walls closing in!! (No worries, goo mode can be squeezed) .................. 14
Gaps and pipes ....................................................................................... 14
Hardball Form ............................................................................... 15 Fire Wave regular intervals ........................................................... 15 Spikes and fire ........................................................................................ 15 See-Saw ................................................................................................. 15 Rolling smash ......................................................................................... 15
Hardball Form….contd .................................................................. 16 Booster smash ........................................................................................ 16 Springs .................................................................................................... 16 Springs to smash wall ceilings ................................................................ 16
Progression ................................................................................... 17
Enemies ................................................................................. 18 Plants ............................................................................................ 18 Sucker Plants .......................................................................................... 18 Random Pea Shooter ............................................................................. 18 Aimed Pea Shooter ................................................................................. 18 Eater Plant .............................................................................................. 18
Animals ......................................................................................... 19 Camo ...................................................................................................... 19 Spiky blow random.................................................................................. 19 Spiky blow aimed .................................................................................... 19
Fireflies ......................................................................................... 19
Level Elements....................................................................... 20 Platforms ....................................................................................... 20 Plants ...................................................................................................... 20 Flexi-branches ........................................................................................ 20 Grabbing Platforms ................................................................................. 20 Anti-Grab Platforms ................................................................................ 20 Poles ....................................................................................................... 20 Moving Platform ...................................................................................... 20 Pivot Platform .......................................................................................... 20 Bouncing Pads ........................................................................................ 20
Obstacles/Hazards ........................................................................ 21 Lava ........................................................................................................ 21 Acid Pool ................................................................................................. 21 Rocks ...................................................................................................... 21 Thorns ..................................................................................................... 21 Conveyor belts ........................................................................................ 21 Blocking Walls and Planks ...................................................................... 21
Props............................................................................................. 22
Random Concept Art .............................................................. 23 Technical overview ................................................................. 24 Target System Requirement ......................................................... 24 Tools ............................................................................................. 24
Team Structure ...................................................................... 25
G O O
F U
G A M E
D E S I G N
Introduction
H
angOn is a platform game where you control a cute, ball-shaped creature, Coop, who use his two limbs and three special forms to overcome obstacles, kill enemies and solve puzzles. GAME STATS
Genre Players View Platform Engine Ages
Plat former Single Side View, 3D PC UDK 8+
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Universe
T
he Goo-Fu universe has strange and varied landscapes and creatures. There are many different species of intelligent to semi-intelligent creatures on Coop’s planet. The part where Coop’s people live is a Goo-swamp, and the creatures are made mainly of goo, like humans are made mainly of water. However, the geography of the planet changes drastically and also includes molten lava-filled landscapes, tropical forests, icy mountains and deserts
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Premise and characters
T
his game is set in planet Sludge, which is inhabited by various creatures, including an intelligent race of cute little beings called Goo-Balls. The protagonist, Coop, is a regular teenage Goo-Ball that loses his family to an enslavement raid by the Evil Master. Coop manages to escape to the most isolated and desolate corner of his planet where, on the verge of death, he is rescued by an old, eccentric Goo-Ball who sympathizes with his plight and teaches him the secret art of Goo-Fu and the Three Form Technique, so that Coop can avenge his family and save the Goo-Balls.
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Visual Style
G
oo-Fu is in 3D and played with the camera locked in side-view, like the game Trine. The dark storyline, where Coop’s family is dead and his people are in jeopardy, along with the destruction of the land are contrasted by colourful, humorous characters.
Goo-Fu is in 3D and played with the camera locked in side-view, like the game Trine.The dark storyline, where Coop’s family is dead and his people are in jeopardy, along with the destruction of the land are contrasted by colourful, humorous characters.
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Colour schemes and ambiance
T
he following are sketches demonstrating possible colour schemes, general ambiance and a few props that will populate the in-game landscape
These plants are some of the examples of props that you will see in game:
The following sketches are example of the in-game landscapes:
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Gameplay
A
situation.
physics puzzle-platformer, Goo Fu has you swinging through levels solving puzzles, fighting enemies and bosses, finding upgrades and powerups, etc. The main gameplay includes the use of Coop’s unique stretchy arms and four different forms to help him combat any given
Each of the four different forms possessed by Coop have their own strengths and weakness. Coop has to use these forms according to the in game situations. Each situation demands a different kind o action and technique which is strategic to one of the four different forms.
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Normal Form
T
his is the form Coop starts with and is in by default. It has two limbs that can be controlled independently to grab, pull, shock, etc. In this form, Coop has excellent maneuverability, as he can pull himself towards platforms, swing from platform to platform, shock enemies, pull and drag objects and even pull himself towards some enemies that he has grabbed. Abilities Two independently controlled limbs for: Grabbing platforms Pulling and grabbing objects Swing from platform to platform The limbs have blue energy to shock enemies. Pulling himself towards the platforms and enemies that he has grabbed Weakness and vulnerability Normal walk speed No jumping Fire vulnerability Sharp/projectile vulnerability Fall damage vulnerability Impact damage vulnerability
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Inflated Form
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oop becomes like an inflated balloon – he is very light and delicate, with the ability to bounce (jump) and float around. When falling in this form, he floats down slowly, avoiding taking damage.
Note
This form is under development.
Abilities Jumping and bouncing from platform to platform Reduced fall speed No fall Impact and damage
Weakness and vulnerability Slow bounce speed Fire vulnerability Sharp/projectile vulnerability
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Goo Form
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oop collapses into a living puddle of jelly-like goo. In this versatile form, bullets go through Coop’s liquid body and he can push himself through the narrowest of gaps, going places otherwise impossible to get to. He can also rise up like a wave and devour an enemy, slowly assimilating him over time for a health boost! Abilities squeeze through the narrowest gaps stretch coop body upto a certain limit assimilate (eat) enemies Bullets go through Coop without damaging him. Weakness and vulnerability Normal crawl speed No jumping Fire vulnerability Fall damage vulnerability Impact damage vulnerability
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Hardball Form
T
he ultimate Goo-Fu fighting technique, this form lets Coop turn into a rock-hard mass that is almost invulnerable to ordinary damage, with the ability to bulldoze through opponents like they were mere bowling pins.
Abilities Coop can plough through enemies and destroy walls Takes greatly reduced damage from fire, bullets, etc.
Weakness and vulnerability Very slow walk speed No jumping Fall damage vulnerability
Game Demonstration Double-Click the box below for a short demonstration of the main game play.
Gameplay _Demo.sw f
Note This link may not work if this document is in .pdf form.In that case,please acess the Gameplay_Demo.swf file manually
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Detailed abilities list and illustartions
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his section will describe the abilities that the player has access to in each form, with example illustrations.
Normal Form Swinging across a gap 1. Grabbing the ceiling 2. Swinging across 3. Landing on the destination platform 4. Inflated form is too big to make the jump
Chain Swinging 1. Grabbing the ceiling 2. Chain swinging 3. Landing on the destination platform
Accelerated swing & 360 °swings using poles 1. Grabbing the pole 2. Using direction key to accelerate swing 3. Very large angle swing 4. Landed at destination
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Normal Form …contd Pulling an object to clear a path 1. Grabbing the object 2. Pulling the object 3. Dropping the object 4. Swinging across 5. Proceeding
Shocking or avoiding enemy 1. Grabbing a platform and pulling up 2. Shocking enemy or 3. Avoiding enemy by swinging over it
Boss: Moving plant 1. Boss sways up and down 2. Shocking vulnerable area 3. Dodging boss’s bullets by pulling toward platform 4. Climbing higher to shock other vulnerable part
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Inflated Form Slow fall, jump-kill 1. Grabbing a platform and pulling up 2. Shocking enemy 3. Avoiding enemy by swinging over it
Jumping and fans 1. Starting position 2. Jumping 3. Landing on safe platform 4. Fan pushes coop upwards 5. Use direction keys to go right
Controlling falls 1. Falling in normal form 2. Switching to inflated form to slow and better control fall 3. Quickly switching to normal form, swinging to hidden area 4. Taking power up 5. Continuing fall in inflated mode
Plugging gaps & floating 1. Starting position 2. Blocking the drain in hardball form 3. Space fills up with liquid 4. Changing to inflated form will rocket the player upwards
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Goo Form Bullet immunity and assimilation (Enemy is shooing at coop)
1. Starting off in normal form 2. Switching to goo –bullets go through, no damage 3. Swallowing enemy 4. Enemy being assimilated slowly for extra health Boulder dodging (A boulder is rolling toward Coop) 1. Starting off is normal form 2. Changing to goo form and going in to the gap in the floor 3. Boulder rolls past harmlessly 4. Back to normal form and continuing on
Walls closing in!! (No worries, goo mode can be squeezed) 1. Starting off in normal form, which would be squashed (inflated and hardball form would too) 2. Switch to goo form 3. There is a small gap between the ‘squeezers’ and goo form expands to fill that gap, keeping coop safe Gaps and pipes 1. Starting off in normal form 2. Switching to goo form to go down the pipe 3. Squeezing through another gap in goo form 4. Reached destination
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Hardball Form Fire Wave regular intervals 1. Starting in normal mode, which is vulnerable to fire 2. Change to hardball mode to greatly reduce the fire damage when the wave hits 3. Continue in the interval between waves
Spikes and fire
1. In normal form, the player will get hurt 2. Changing to goo form to go across spikes unharmed, but fire burns goo form 3. Change to hardball form to take very little damage 4. Reached destination
See-Saw 1. In normal form, Coop is too light to move the see-saw 2. Change to hardball form to swing see-saw downwards 3. Move up the see-saw in normal form 4. Swing to destination
Rolling smash 1. Start in normal form 2. Change to hardball form and roll down the slope 3. Smash the wall and enemy
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Hardball Form….contd Booster smash 1. Starting in hardball from 2. Using the booster to shoot towards the enemies and crush them
Springs 1. Starting in normal mode, standing on the spring 2. Changing to hardball mode, whose heavy weight compresses the spring 3. Swapping back to normal mode, the spring expands forcefully pushing coop upwards 4. Grabbing the ceiling and swinging to the destination
Springs to smash wall ceilings 1. Starting in normal form 2. Changing to hardball form and compressing spring 3. Changing to normal form to get thrust upwards and switching back to hardball form to smash ceiling 4. Grabbing the upper ceiling, swinging to destination
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Progression
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oop starts off in Normal Form and, as the story unfolds, gets trained in the Inflated, Goo and Hardball Forms by the old, eccentric Goo-Ball. He can also find upgrades for each Form, such as the ability to cause explosions that damage groups of enemies instead of just shocking one, the ability to gain a burst of speed in Hardball Form, the assimilate ability in Goo Form, etc. The tutorial and teaching the use of new abilities is embedded in the storyline. For example, when the eccentric Goo-Ball teaches Coop Inflated Form, he makes Coop go through training with that form, which becomes a level in itself, dedicated to that form.
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Enemies
E
nemies in Goo Fu follow paths, have timed attacks (e.g. swinging pendulum), aimed attacks, looped or random attacks. Some come after the player and others just patrol their area like the turtles in Mario.
Plants Sucker Plants
Plants that are like vacuum cleaners, sucking things that come too close and then grinding them with their multi-layered, oppositely spinning teeth. (If they suck up a rock, etc, they get jammed)
Random Pea Shooter
A plant that slowly inflates and then implodes. The built up air, when released, shoots small seeds in random directions.
Aimed Pea Shooter
A plant that aims at the player and shoots seeds (bullets) at him. It has a part that inflates and deflates like a balloon to shoot the seeds.
Eater Plant
A plant that pops out and swallows things that come close.
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Animals Camo
A creature that camouflages itself by digging into the ground and then jumps up to attack.
Spiky blow random
A plant that inflates by taking in air, and then releases, flying around like a balloon, causing damage with it’s spikes.
Spiky blow aimed
A small, deflated-balloon-like creature that inflates itself when it senses danger aims at the intruder and then propels itself spike-first at it.
Fireflies These files are at certain places in the game moving about along certain paths. They are constantly on fire so they can damage the player, especially in inflated form.
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Level Elements Platforms Platforms are of various types in this game, including ground, trees, rocks, etc. Plants
Plant-structures that can be used as platforms
Flexi-branches
Flexible branches that can be used as jump-boards
Grabbing Platforms
These platforms are on the top side of the scenario so Coop has to grab them with his limbs to cross them
Anti-Grab Platforms
These platforms cannot be grabbed by the player Poles
Can be used to do 360 ° swings Moving Platform
Platforms that move in a constant loop
Pivot Platform
See-saw type platforms with a pivot
Bouncing Pads
Players can achieve much higher jumps with these
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Obstacles/Hazards Elements that can harm the player or stop him from progressing. Lava
Will kill the players that fall into it, can also spout lava balls Acid Pool
Pool of acid, if player falls in this pool it will kill it slowly so player has the time to save himself till he completely drowns in the pool Rocks
These help contribute to puzzle elements and can be used by the player to kill enemies Thorns
Thorns are placed in the middle of the path. Inflated form is especially vulnerable to these. Conveyor belts
Platforms that act like conveyor belts, pulling the players in a certain direction if they are standing on them Blocking Walls and Planks
These are blockages in the path. The walls and planks can be smashed by the hard ball form to help the player to pass through them
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Props Objects that are used to fill up the scenery and have no effect on game play.
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Random Concept Art These are some of the initial sketches of Coop and his forms:
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Technical overview The following is a brief about the technical requirements and tools of the project Target System Requirement Goo-Fu based on the UDK engine, will be developed for PC distributions of the game. Epic lists the following system requirements on the retail box: Operating System: Windows 98 / Me / 2000 / XP Processor: Pentium IV 3.0 GHz or higher Memory: 1 GB RAM minimum (2 GB RAM recommended) Hard Disk Space: 10 GB free space Video: NVIDIA GEFORCE 9100 M G Minimum or higher Sound: XP/Vista compatible sound card DirectX: DirectX version 9.0b (included) or higher Tools All members of the development staff will have access to development computer with standard office programs such as Microsoft Word and Excel. In addition, all members will have access to the basic tools that accompany UDK.
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Team Structure Blue : Green :
Core Team Outsourced
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THE END!
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