Game Design Documentation - Singapore-MIT GAMBIT …gambit.mit.edu/updates/Pierre_GDD.pdf ·...
Transcript of Game Design Documentation - Singapore-MIT GAMBIT …gambit.mit.edu/updates/Pierre_GDD.pdf ·...
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Pierre:InsanityInspired
GameDesignDocumentationVersion4.3
agameproductionby
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TablesofContent
DESIGNHISTORY 6
Version1.0 6
Version1.1 6
Version1.2 6
Version1.3 6
Version1.4 6
Version1.5 6
Version2.0 7
Version2.1 7
Version2.2 7
Version2.3 7
Version2.4 7
Version2.5 7
Version2.6 8
Version2.7 8
Version2.8 8
Version2.9 8
Version3.0 8
Version3.1 9
Version3.2 9
Version3.3 9
Version3.4 9
Version3.5 9
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Version3.6 9
Version3.7 10
Version3.8 10
Version3.9 10
Version4.0 10
Version4.1 10
Version4.2 10
GAMEOVERVIEW 12
Introduction 12
Genre 12
Features 12
Platform 13
IntendedAudience 13
SoundConsideration 13
STORY 14
Outline 14
StorySynopsis 14
CutscenescreensOpeningScreens 15
COREGAMEMECHANICS 17
Camera 17
SinglePlayer 17
GeneralMovement 17
ControlSummary 18
InitialSetUp 18
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CountdownbeforeStageStarts 18
RotatingWheel 19
MovingtheCharacterAnti‐clockwise(Left) 19
MovingtheCharacterClockwise(Right) 19
Jumping 19
Health 19
Low/CriticalHealth 20
TemporaryInvincibility 20
FallingObjectsandtypes 20
BeingHitbySpikyBalls 20
RoarObjects 20
Objects’FrictionandDistanceMoved 21
CollectionofArtPieces 21
CollectingWrongArtPieces 22
ComboandChainingSystemofCollectingArtPieces 22
RateandPositionofFallingDangerousObjects 23
FallingofObjectsontotheWheel 24
DisappearingofObjectsfromtheWheel 24
TimerofObjects(TimetoLive)&RoaringFactor 24
DodgingDangerousObjects 24
PatternFallingObjects 25
Non‐GravityObjects 25
StageProgression 25
ProgressionofNumberofArtPiecestoCollect 25
ScoringSystem 26
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GradingSystem 26
FailureStatesTrigger 27
FailureCommunicationTriggers 28
Win/LoseScreenStatistics 28
InterfaceFlowchart 29
In‐GameElements 31
CHARACTERS 33
PierretheCat 33
Audré 34
OBJECTS 35
ArtPieces 36
Hostile/DangerousObjects(SpikyBall) 36
STAGE 37
Overview 37
SequentialFallingObjects’Patterns 37
PatternsinStages 39
StageAttributesTable 40
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DESIGN HISTORY
Version1.0
June15,2009
Version1.0isthecreationofthisgamedesigndocumentation(GDD).Thebasicframeworkofthedocumentationiscreatedsothatmoreinformationcanbeincludedmoreefficiently,witheachsectionlabeled.Thecontentpageiscreatedaswell.
Version1.1
June17,2009
Version1.1istheupdatedversionofthedesigndocumentwiththefollowingsegmentsfilledin:theGameOverview,theStoryandtheCoreGameMechanics.Anewsegmentisaddedin;theCoreGameSequencewhichoutlinesthetypicalflowofthegamesothatvisualizationiseasier.Basicattributesare
addedtoserveasaroughguideline.
Version1.2June18,2009
Version1.2includestheupdatesofsomeofthecoregamemechanicsaswellasintheinclusionoftheinterfaceflowchart.Thestoryandgameoverviewisalsoupdated.
Version1.3
June19,2009Version1.3containstheupdatedAppendixwiththepre‐conceptionandconceptionartworks.TheCharactersectionisalsofilledinwithdescriptionsandtheconceptart.MinorupdatestotheCoreGame
Mechanics.
Version1.4June22,2009
Version1.4includestheupdatedversionoftheCoreGameMechanicswithsomeminoramendmentsmade,aswellastheupdateofthe“Objectslist”withtheattributesoftheobjectsstated.The“World”sectionisremovedforthetimebeingduetoitscurrentinsignificanceinthedocumentation,asthe
issuesareaddedelsewhere.UpdatedinterfaceflowcharttoincludeAchievements,aswellasCoreGameMechanics.
Version1.5
June23,2009Version1.5includestheupdateofthegameoverviewwiththeresolutionsizeedited.
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Version2.0
June25,2009Version2.0isamajorupdatebecauseofthechangeofthetheme,styleandgameplayofthegame.TheGameOverview,StoryandCoreGameMechanicsarealleditedtoaddressthenewgamedesign.More
mechanicsareaddedandsomeremoved.Theinterfaceflowchartaswellasmockoutareupdatedandincludedinthisrevisionofthedocumentation.
Version2.1
June26,2009Version2.1containstheupdatesoftheCoreMechanics,whichincludesthescoremechanism,andsomeminoradditionstofirmuptheconceptofthedesign.TheObjectssectionisupdatedwiththenewlistof
objects,thoughnotfullycomplete.Attributesareassignedtotheobjectsaswell.Theplotpointsofthestoryarechangedtotheupdatedoneaswell.
Version2.2
June29,2009Version2.2includestheminorupdatestothedocumentationwherethetimingofthecollectionofitemsisaddressed,aswellastheinclusionoftheTriggerofFailurecommunicationmodes.Themeansof
communicationoffailureisaddressedaswell.Minortweaksaredonewithinthemaindocumentation.
Version2.3
June30,2009Version2.3adjuststheminortweaksinnamingconventionsandsmallupdatestothecoregamemechanics(e.g.Countdownbeforegamestarts).TerminologyoftheDifficultymodeisedited.
CharacterssectionupdatedwiththeinformationoftheSideCharacteraswellastheinclusionoftheconceptartofthecharacters.Attributesofwherethefallingobjectswillbefallingisadded.
Version2.4
July1,2009UpdatedtheCharactersectionwithlatestartsaswellasincludedadiagramtoexplainhowthefallingofobjectsshouldwork.Updatedthecontrolschemeofthegame.
Version2.5
July6,2009Updatedinterfaceflowchart.
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Version2.6
July7,2009UpdatedGameOverviewandcoregamemechanicsaccordingtothenewheadbutt(kick)mechanism.InformationoftheheadbuttisfoundintheCoreGameMechanics.Controlschemeupdated.Interface
flowchartupdated.Objectssectionupdatedwithlatestobjects’attributes.Differentgamestatesaredescribedinthecoregamemechanics.
Version2.7
July8,2009UpdatedCoreGameMechanicsonhowtocollectartpiecesandeditedtheDifficultymodeisedited.Adiagramofhowthecollectionofartpiecesanddescriptionisaddedtoo.Objectsectionupdatedwith
listofobjectsthattheplayerhastocollectthroughthe3stages.
Version2.8July9,2009
Updatedinterfaceflowchartandmademinoramendmentstoattributes.UpdatedFailurecommunicationsandtriggerandincludedthenewflowchartoffailuretriggerandcommunication.Minoramendmentstotheobjects’attributesandscore.Updatedgamenameandgamelogoonfront
page.Addedthedialoguesforthefailurefeedback.
Version2.9
July10,2009Includedtheexpandedversionoftheinterfaceflowchart,depictingtheflowofthemaingameitself(e.g.thescreensafterplayercompletesthescreen).Changedstaminatohealthandeditedthe
mechanic.
Version3.0July13,2009
Updatedthescoringmechanismandremovedeverythingregardingthefishandeditedthedocumentationaccordingly.Chainingandcombosofcollectingofartpiecesdocumented.Healthsectionisupdated.Attributesslightlychanged.Objectsspawning(levelprogression)included.Minorchangesto
failuretrigger.
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Version3.1
July14,2009Updatedinterfaceflowcharttoremovedifficulties.Removeddifficultyandaddedreplenishinghealthundercoregamemechanics.Updatedextendedgameplayflowchart.Updatedcombo/chainingsystem
andincludedhighscoredescriptions.
Version3.2July15,2009
Editedtheattributesbasedonactualgame’sXMLfile.Updatedcharacterconceptartandfailurefeedbackchart.
Version3.3
July16,2009Updatedcontrolschemeandreplacedcontrolschemeimage.Includedwin/losestatisticstodisplaywhentheplayercompletes/losesthegame.IncludedPierre’sattributesunderthe“Character”section.
Updatedgamelogo.
Version3.4July17,2009
Updatedcontrolschemeandreplacedcontrolschemeimage.
Version3.5
July20,2009UpdatedtargetaudienceandlanguageofGameOverview.Newsection,“Stage”isincludedtoaddressthedifferencebetweeninstageandtheattributechanges.RemovedtablesfromObjectsandputthem
underthe“Stage”section.Updatedcoregamemechanicstoaddressthestages.Changedthein‐gameelementsdiagramtoascreenshotofthegameandupdatedlist.Removedoutdatedinformation.Amendedsame‐typebonusissue.
Version3.6
July21,2009UpdatedtheStageAttributetableandthewin/losescreenstatistics.
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Version3.7
July22,2009UpdatedstageattributestablewithlatestrevisionaccordingtoXML.IncludedthestorycutsceneandstorysynopsisunderStoryandremovedplotpoints.Controlschemeupdated.Coregamemechanics
updatedwithnew“removalofartpiecesiftheplayergetsthewrongone”featureaswellasupdatedthepropertiesofthespikyballandheadbutt.
Version3.8
July23,2009Updatedstatisticstoshowwhentheplayerwinsthegame.StageAttributestableupdated.Includedsequentialfallingdangerousobjectsintocoregamemechanics.
Version3.9
July27,2009Patternsincludedunder“Stage”withdescriptionstodescribepatternsandinwhichstagetheywillbe
spawned.Failurefeedbacktriggereditedtolatestonetomatchproductowner’sdescription.Addedinformationaboutobjects’timersandchangedheadbuttingto“Roar”.Updatedeverythingtodowithstages/levelsto6.Includedgradingsystem.
Version4.0
July28,2009
AddedTemporaryInvincibilityintocoregamemechanicsandediteddamagefortheartpieces.Addedpatterns’attributesandupdatedthestageattributestable.
Version4.1
July29,2009UpdatedInterfaceflowchart,highscoreandgradingsystemintocoregamemechanics.Addedsomemissingattributesinthestageattributestableandeditedsomevalues.Updatedscoringsystem.
Version4.2
July30,2009Removedsomeoutdatedinformation(e.g.stagedescriptions)andaddedtextfortheendingscene.
Updatedgradingsystem.Changedfailurecommunicationdescription.
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Version4.3
July31,2009UpdatedGameOverviewtothefinaldesign.Minorupdatestothegradingsystem.Editedalltheattributesinthestageattributestabletothelatestversion.
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GAME OVERVIEW
Introduction
Inthis2Dgame,theplayercontrolsanartistcat,Pierre,whoisuninspiredonedayandgoesouttotheworldtocollectinspirationforhisnextmagnumopus.Throughouthisjourney,hemeetswith
motivatingfeedbackandsometimesreallymeanones.Pierrehastocollectallhisinspirationundertoughconditionsofnotjustverbalabusebutalsoobstaclesthatfallsinhispath.
ObjectiveoftheGame
Theobjectiveofthegameistocollecttheartpiecesinthecorrectsegmentoftheinnerwheelandsurvivingthespikyballsthatcomesfallingontothecharacter.Towinthegame,theplayerhasto
completeall6stagesofthegame,fulfillingthenumberofartpiecesrequiredperstage.
GenreAction‐Puzzlegame
Features
‐ 2Dgame
‐ Thirdpersonview
‐ Singleplayer
‐ Fixedcameraview
‐ Rotatingcircularplatform
‐ 800x600screen
‐ Dynamicmusicandfeedback
‐ VisualFeedback
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Platform
Thisgamewillbeaweb‐basedgameina.swfformat.Therefore,itcanbesupportedbymostoperatingsystems(e.g.Windows,Mac).
IntendedAudience
Theintendedaudienceofthisgameisprimarilyforcasualornon‐gamersofbothgendersfromtheagerangeof12andabove.Thelanguageofthegamemightbeharshandinsultingandtherefore,theaudienceshouldbeslightlymorematured.
Language
ThegamewillonlybeinEnglish.Someaggressivelanguagemaybeused.
SoundConsideration
Thegameplayexperienceofthisgamedependsverymuchonthemusic.Inthisgame,wewillbeincludingsoundssuchasthemainmusicforthelevels,soundscaping,audiofeedbacks,cutscenesounds,
andinterfaceandin‐gamesoundeffects.
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STORY
Outline
ThestoryrevolvesaroundPierre,theartistcat,whooneday,ranoutofinspirationandgoesouttotheworldtocollectinspirationforhisgrandmasterpiece.Throughouthisjourney,hemeetsobstaclesin
whichhemustavoid,aswellasthesometimes‐menacing‐sometimes‐niceAndréwhocriticizeshim.
StorySynopsis
Pierreisacat.Pierreisanartist.
Onthevergeofcreatinghisgreatestmasterpiece,thismaniacalcatsuddenlyranoutofinspirationanddecidedtosetouttotheworldtorecoverhiscreativityjuicesbacktoforgehisnoblesculpture.Thepath
tocreatinghismagnumopusistreacherousthoughbutwillhesurvivethechallenge?Willhesurvivetheobstaclesandthepeoplearoundtoseethelightofhisgrandmasterpiece?Whoknows?TheonlythingundeniableisthatPierreisonestrong‐headedfeline.
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Cutscenescreens
OpeningCutScenes
1. TheAtelierofMagnificencewheremasterpiecesarecreated…
2. Pierre,thegreatartiste,unleasheshiscreativity!
3. Oneday,Pierre’sgeniusfleesaway.Canhecompletehismagnumopus?
4. YES!Outtotheworld,Pierreventurestobringbackhisinspiration…
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EndingScreens
1. Pierreaddedhisfinaltouchtotheartwork…
2. Inawe,hewatcheshismasterpiecebloom…
3. Andviola~Theworldsurrenderstohisgenius.
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CORE GAME MECHANICS
Camera
Therewillbeastationarycamerawiththewholewheelaswellasthemaincharacterinsight,inathirdpersonperspective,duringgameplay.Thecameradoesnotmoveatallthroughoutthegame.
SinglePlayer
Inthisgame,theplayercontrolsthemaincharacteronlyasthisgameismeantforasingleplayerplayingexperience.
GeneralMovement
Theplayermaychoosetoeithermoveorjumpwithinthegame.Thewheelisalwaysspinninginaconstantspeedintheanti‐clockwisedirectionandiftheplayerdoesnotmovethecharacter,thecharacterwillremainonthewheelandrotatealongwiththerotationofthewheel.Tomove,theplayer
hastoeitherhittheorkey,whichmovesthecharacteranti‐clockwisealongwiththeflowofthewheelandagainsttheflowofthewheelintheclockwisedirectionrespectively.Tojump,theplayerhits
theD/↑ keytojumpupwards.Toroar,theplayerpressestheSor↓ key.RefertotheControl
Summarybelowforamoredetailedlistingofthecontrolscheme.
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ControlSummary
Keyboarddiagram:http://www.seoconsultants.com/windows/keyboard/Mousediagram:http://www.germes‐online.com/direct/dbimage/50305292/Computer_Mouse.jpg
LeftMouseclick Toselectoptionsonthemenu& Moveleft(anti‐clockwise)andright(clockwise)respectively
↑ /D Tojump
↓ /S Toroar
Esc Pause/ResumegameQ QuittoMainMenu(inpausescreen)R RestartLevel(inpausescreen)
InitialSetUp
Thecharacterstartsatthetopofthewheelandthewheelstartstoturnclockwiseataconstantspeed.Dependingonthedifficultylevelasseeninthetableintheprevioussection,thespeedofthewheel,theamountofobjectsandfoodobjectsvaries.Dependingonthestage,theinnerwheelmightturnaswell.
CountdownbeforeStageStarts
Thegamewill“countdown”beforethegamestartstopreparetheplayer.
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RotatingWheel
Throughouttheentirelevel,thewheelwillrotateintheclockwisedirectionataconstantspeedat30.Instages2and3,theinnercirclewillrotateaswell.
MovingtheCharacterAnti‐clockwise(Left)
Inordertomovethecharacteranti‐clockwise,theplayermayeitherhitthekey,whichmovesthecharacteranti‐clockwiseinspeedx2duetotheflowoftherotationofthewheel.Otherwise,theplayermaychoosenottohitanykeysandallowtherotationofthewheeltocarrythecharacterintheanti‐
clockwisedirection.
MovingtheCharacterClockwise(Right)Iftheplayerwantstomovethecharacterclockwise,theplayerhastohitthekeytomovethe
characteragainsttheflowoftherotatingwheel.Duetotheoppositeforceoftherotation,thecharactermovesatspeedx1.
Jumping
Theplayercanmakethecharacterjumpupwardstoavoiddangerousobjects.Theheightofthejump
shouldbehighenoughtododgeobjects.Tojump,theplayerhastohittheD/↑ key.Theplayermay
jumptowardstheanti‐clockwiseorclockwisedirection,dependingonwhethereitherorkeyishelddownrespectively.
Health
Thecharacterhasahealthbarwhichdecreaseswhenhehitsthedangerousobjects.Whenthehealthbarreacheszero,thecharacterdiesandthegameends.Inthisgame,healthcannotbereplenished.The
followingtableshowshowmuchhealthisdeductedwhenthecharacterhitstherespectiveobjects:
ObjectsCollidedwith AmountofHealthLostSpikyBall 15%WrongArtPiece 5%
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Low/CriticalHealth
Whenthecharacter’shealthreach25%andbelow,apulsingredborderappearsaroundthescreenandthesoundofheartbeatsisplayed.Thissignalstotheplayerthatthecharacterisinlowhealth.Whenthecharacter’shealthreach10%andbelow,thepulsingredborderspeedsupinpulsingandtheheart
beatgoesfaster,tosignifytotheplayerthatthehealthhasreachedacriticalstage.
Thecharacterdieswhenitshealthreaches0%anddependingonwhichfailuremodetheplayerisin,arespectiveanimationwillbedisplayed.
TemporaryInvincibility
Whenthecharactergetshitbyadangerousobjectorwrongartpiece,thecharacterwillbeinvulnerablefor1second.Duringthisonesecond,noharmfulobjectscandamagethecharacterbutthecharactermaystillcollectcorrectartpiecesandisabletoroar.
FallingObjectsandtypes
Thereare3kindsofobjectsthatwillfallwithinthegame.Theyarenamelythe:
1. ArtpiecesCollectinordertoaccomplishthestage
2. SpikyBall(Blue)
Fixedobjectsthatlowersthehealthofthecharacter
3. SpikyBall(Red/Sequentialfallingobject)Fallsattimedintervalsinafixedpattern
BeingHitbySpikyBalls
Ifthecharacterishitbythespikyball,theplayerwilllose15%ofitshealth.Itwillalsoremovealltheartpiecesfromthescreen,whetherfallingorthosealreadyonthewheel.
RoarObjects
Thecharacterhastheabilitytoroarobjectstohitartpiecestothesegmentthattheplayerwantsitto
beat.Toroar,theplayerhastohittheS/↓keynearanyobject.Thespikyballcannotberoared.
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Objects’FrictionandDistanceMoved
Differentobjectshavedifferentfrictionwhichinturnresultsinvaryingdistanceinwhichtheobjectscantravelwhenbeingroared.RefertotheStagesectionfordetailedattributes.
CollectionofArtPieces
Thefollowingdiagramshowshowthewheelwilllooklikeanddepicthowcollectionofartobjectswork.
Tocollectanartobject,theplayerhastomakesurethattheartpiecesareaboveitsrespectivesegmentofthewheel.Tocollect,theplayermovesthecharacterovertotheartpiecesandcollidestocollect.Eachartpiecewillhaveacertainnumberthattheplayerneedstocollect(e.g.3stars,3circles,3
squares).
Intheabovediagram,thestarlabeled1iscorrectlyplacedabovethecorrectsegmentandgettingitmeansthatthestariscollectedsuccessfully.
However,thestarlabeled2isincorrectbecauseit’sinthesquare’ssegmentandtherefore,thecollectionisinvalid.
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CollectingWrongArtPieces
Iftheplayercollectsawrongartpieceinthewrongsegment,10%ofthecharacter’shealthislost.
InStage3,iftheplayercollectsawrongartpiece,thetypeofthatartpiecedisappearsfromthegauge.Forinstance,iftheplayercollectsanappleoverawrongsegment,allthecollectedapplesareremovedfromthegaugeandtheplayerhastostartover.
ComboandChainingSystemofCollectingArtPieces
Thefollowingtableshowshowthecomboforcollectionofconsecutivecorrectartpieceswork(doesnothavetobeofthesametype):
Method ScoreWhentheplayercollectsitem(1) 300Whenplayercollects2nditem(1) 300x2=600,totalscorenow=900Whenplayercollects3rditem(1) 300x3=900,totalscorenow=1800Therefore,fromtheabovedemonstration,weseethatforeverysuccessfulcombothattheplayerperforms,theamountofscoretheplayerisawardedis:
ScoreforCombo=ScoreofObjectxn,wherenistheno.ofcombosaccumulated
Iftheplayercollectsawrongartpieceinthewrongsegment,thecomboisbroken.
Theplayersmaychaincollectionoftheartpiecestogainmorescore.Todoso,theplayerhastocollect
3ofthesametypeofartpiecesconsecutively(e.g.apple,appleandapple).Thismaybeachievedwhiletheplayeriscollectingcombos.
Method ScoreCollectingCorrectArtPiece(Ground) 300CollectingCorrectArtPiece(Air) 400
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Thefollowingtabledemonstrateshowscoringworkswhentheplayercollectsconsecutivecorrectartpiecesofthesametype.
Method ScoringSystemSame‐typechain(e.g.stage1)
{(300+600+900)[combos]}x2=3600Whentheplayercompletesthechain,theyareawardedx2ofthescore.
Usingthedemonstrationabove,thefollowingformulashowshowthechainisbeingcalculated:
ScoreforChain=[ScoreofCombo]x2,wherenrepresentstheno.ofchains
SolongastheplayercompletestheSame‐typechainbycompletingtheartpiececonsecutively,the
playerwillbeawardedwiththescore.
i.e.ScoreforChaininStage3=(ScoreofComboforthe5objects)x2
RateandPositionofFallingDangerousObjects
Whenevertheplayermoves,dangerousobjectswillfallfromabovetheplayersothatitensuresthattheplayerisnotstayingatasinglespot.Anangleprojectedfromthemiddleofthewheeldepictstheprimaryareainwhichtheobjectswillbefallingfrom.Thefollowingvaluesaretheattributesofwhere
theobjectswillbefallingfromandthediagramdemonstrateshowitshouldbeexecuted:
AngleofPrimaryInfluenceofFallingObjects
Dangerous=120˚Art=180˚
Skew 0
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FallingofObjectsontotheWheel
Whenanobjecthitsthesurfaceofthewheel,theystaythereforaperiodoftimebeforeitdisappears.Theobjectwill,likethecharacter,rotatealongwiththerotationofthewheel.Itisnotpossibleforobjectstostackontoofeachanother.Themaximumnumberofobjectsonscreendependsonthestage
theplayerisplaying.Allobjectsshouldbeuprightwhenitlandstopreventcomplicationswhenitcomestocollisiondetection.
DisappearingofObjectsfromtheWheel
Eachdifferentkindofobjectwilldisappearoffthesurfaceofthewheelatdifferenttimings,beitartpiecesordangerousobjects.Refertothe“Stage”sectionofthedocumentationfortheexactattributesanddisappearancetimingforthedifferentobjects.
TimerofObjects(TimetoLive)&RoaringFactor
Eachobjecthasaspecifictime‐spanthatitwillstayonthescreen.Thetimingvariesfromlevelstolevels.Whenthecharacterroarsattheobjects,theobjectsaremovedbutdependingonwhatkindof
objectsisbeingroaredat,thetimeroftheobjectsisaffected.
TypeofObjects Effect(s)Dangerous(Spikyballs) Timerremains,thetimingfor
thedangerousobjectsarenotreset.
ArtPieces Thetimeroftheartpieceisrestartedtotheoriginaltimingoftheartpiece.
DodgingDangerousObjectsInordertododgedangerousobjects,thecharacterhastomoveoutofthepathinwhichtheobjectwill
landingonthewheel.ThiscanbeachievedbyeitherallowingthewheeltocarrythecharacteroutofthepathofthefallingobjectorbyhittingeithertheA/keyorD/keytomovethecharacteroutofthe
wayorjumpaway.
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PatternFallingObjects
Duringtimedinterval,redspikyballs,alsoknownasthepatternfallingobjects,willfall.Theseredspikyballsfallanddisappearsstraightawayandtherefore,cannotberoared.Dependingonthestage,theamountofthisobjectandthepatterninwhichit’sspawneddiffers.Refertothe“Stage”sectionfor
moreinformation.
Non‐GravityObjectsDuringtimedintervals,yellowspikyballs,alsoknownasthenon‐gravityobjects,willflytangenttothe
surfaceofthewheel.TheyoccurfromWoods2onwards.Refertothe“Stage”sectionformoreinformation.
StageProgression
Thereareatotal6stagesinthegame.Whentheplayercompletesastagebycollectingalltherequiredartpieces,theplayerwillbeshowedavictoryscreenandfromwhich,theplayermaychoosetocontinuethegameorgobacktothemainmenu.Iftheplayercontinuesontothenextstage,the
player’sscoresarebroughtover.Whentheplayermovestothenextstage,theyareshowedtheworldmapwiththegradesofthecompletedstages.
Referto“Stage”sectionforthedifferencesineachofthelevel.
ProgressionofNumberofArtPiecestoCollect
Ineachstage,theplayerwillhavetocollect3differentkindsofartpieces.Dependingonthestage,thenumberofartpiecesperartpiecethatneedstobecollectedchanges.Thefollowingtableshowsthe
incrementofthenumberofartpiecesperartpiecethattheplayerhastocollectduringthestages.
Level Stage No.ofArtPiecestoCollect1 Woods1 22 Woods2 33 Mountains1 44 Mountains2 55 City1 66 City2 7
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ScoringSystem
Ascoresystemwillbeimplementedwithinthegameandthetableshowsthewaysinwhichtheplayermaygainscore.
MethodofGainingScore ScoreAwardedCollectingArtPiece(Ground) 30CollectingArtPiece(Air) 40
GradingSystem
Thefollowingtableshowstheamountofgradingpointstheplayerwillearnunderdifferent
circumstances.Thesegradingpointswillbetabulatedintoanalphabeticalgradingsystemwhichwillultimatelybedisplayedfortheplayer.Thegradingpointsarenotmadeavailabletotheplayers.
Time(x=player’stime)
No.oftimesplayergetsdamaged
RemainingArtPieces GradingPoints
0:30≤x 0 100%complete 5
1:00≤x 1–2 80%complete 4
1:30≤x 3–4 60%complete 3
2:00≤x 5–6 40%complete 2
2:30≤x 7–8 20%complete 1
2:30≥x 9andabove 0%complete 0
Thefollowingtableshowsthegradesthattheplayerwillgetiftheywin,regardlessofwhatmodetheyget:
GradingPoints Grade13andabove A
10–12 B7–9 C5–6 D
4andbelow F
ThegradingsystemisslightlydifferentiftheplayerlosesintheMean/Nicemodes.
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Mode SpecialEffects ExampleMean Minus4overallgradingpoints Iftheplayerlosesinmeanmodeandgetsa
gradingpointof9,usingthetableabove,theultimategradingpointthattheplayergetsis:
9‐4=5=GradeFNice Plus3overallgradingpoints Iftheplayerlosesinnicemodeandgetsagrading
pointof9,usingthetableabove,theultimategradingpointthattheplayergetsis:
9+3=12=GradeS
FailureStatesTrigger
Throughoutthegame,thefailurestates(beit“Nice”or“Mean”)changesaccordingtowhethertheplayercompletesatask.Thegamestartsoutasa“Nice”modeanddependingontheactionstakenbytheplayer,thestateschangeaccordingly.Thefollowingchartshowstheflowofthechangeofthe
failurestatesaswellastriggerforthecommunication.
Description:
• Thegamestartsoutinthe“Mean”mode
• Iftheplayermanagestocompleteasegmentoftheartpieces,thegameswitchesto“Nice”.
• After10secondsinthenicemode,thegameswitchesbackto“Mean”.
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Forevery2dangerous/1wrongartpiecethatthecharacterhits,thefeedback,dependingonthemode,iscommunicatedtotheplayer
FailureCommunicationTriggers
Whentheplayerdoessomethingwrong,thegamewillcommunicatefailuretotheplayerbyhavingasidecharacterpopoutfromeitheroneofthetoptwocornersofthegamescreen.Thesidecharacter
willdisplayvisualandaudiofeedbackstotheplayerintermsoffailure,eitherpositiveornegativeonesdependingonthefailurestate(seeabovesection).Theterm“failure”doesnotmeanimmediateterminationofthegamebutrather,awayoftellingtheplayerhowwell/poorlytheyhavebeen
performingthroughoutthegameonaregularbasis.
Thefollowinglistshowsthetriggerstothefailurecommunications.Thefailurecommunicationtriggerhappensforbothwhenthegameisinthe“Nice”stateor“Mean”state.(Seechartinabovesection)
• Iftheplayerhits2dangerousobjects/1artpieces,dependingonthemodeofthegame,afeedbackisgiven.Thisdoesnothavetobeconsecutive.
Win/LoseScreenStatistics
Whentheplayerwins/losesastage,theywillbebroughttoaWin/Losescreen.Iftheplayerwinsinanymode,theywillbebroughttothesamewinningscreen.Iftheplayerloses,dependingonthemode,the
playerwillbebroughttotherespectivelosingscreens.
ThefollowingisalistofstatisticstobedisplayedonthescreenintheWin/Losescreen.Dependingonwhichmodetheplayerisin,thestatisticsshownisdifferent.
Nice Mean• Score• LargestCombo
accumulated• Totalplaytime
• Score• Wrongitemscollected• Numberoftimes
charactergetshitbydangerousobjects
• Totalplaytime
Win• Score• LargestComboaccumulated• Numberoftimescharactergetshitbydangerousobjects• TotalPlaytime
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InterfaceFlowchart
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In‐GameElements
Theabovescreenshotshowstheelementsthattheinterfaceessentiallyhas.
• GameScreen
Whereallthegameplaytakesplacein
• CharacterTheplayer’savatar
• Wheel
Theplatformofthegame
• ExteriorwheelRotatesallthetime;platformplayerrunson
• InnerwheelHoldsthesilhouetteoftheitemsthatthecharacterhastocollect;rotatesinstages2and3
• Silhouetteofartpieces
Showstheplayerwhatitemsaretobecollected;howmanyitemslefttocollect
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• FallingartpiecesTocollectinthecorrectsector
• Fallingspikyballs
Toavoid
• GlowingartpieceIndicatesthatthepieceisinthecorrectsectorandcanbeobtained
• FailurefeedbackNPCGivesfeedbacktotheplayer
• Subtitle
EnforceswhattheNPCsaid
• HealthbarDepictshowmuchhealththecharacterisleft
• ScoreShowsthescoreoftheplayer
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CHARACTERS
PierretheCatBackgroundStory
PierretheCathasalwayswantedtostrikebigwithhistalentsofasculptor.Heenjoyssculptingsomuch
thatthereisnothingthatwillstophimfromdoingwhatheismostpassionateabout.However,eventhoughheissopassionate,somehow,someofhisartworksdonotfeelright.Hegetsfrustratedandinasuddenoutburstofmadness,hedecidedtotraveltheworldtogettheessentialpiecestohisgreatest
masterpiece.
Role
TheplayerplaysasPierretheCatthroughoutthegameasthemainprotagonist.
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Audré
Description
HeisthefirstoutsidepersonthatPierrewillmeetduringthefirststagewhowillgivefeedbacktotheplayer/characteronfailure.HeisportrayedasaFrench‐inspiredguywithamoustache.Rangingaround
his30s,Audréisanartistaswellandhasatemperattimes.
Role
FailurefeedbackNPCofStage1
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AudréNicemode
AudréMeanmode
OBJECTS
Aspreviouslymentionedintheprevioussectionofthedocumentation,thereare3kindsofitems,namelythe:
1. ArtpiecesCollecttocompletethestage
2. Hostile/Dangerousobject
Fixedobjectsthatlowersthehealthofthecharacter
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3. SequentialfallingobjectFallssequentiallyintimedintervals
ArtPieces
Artpiecesarewhattheplayerscollectinordertoproceedontothenextstages.Tocollect,theplayerhastocollecttheartpieceatthecorrectsegment.
Woods1Woods2
1. EasterIslandStonehead2. Exoticleaf3. Nut/fruit
Mountains1Mountains2
1. Fossil2. TribalPot3. BlueFlower
City1City2
1. Mask2. Hat3. Eiffeltower
Refertothe“Stage”section,under“StageAttributetable”forthedetailedattributesoftheseitems
basedonthestage.
Hostile/DangerousObjects(SpikyBall)Dangerousobjects(thespikyball,fornow)areobjectsthatdecreasethehealthofthecharacter.Ifthe
charactercollideswiththedangerousobjectthatisfalling,thecharacter’shealthdecreases.Whentheobjectlandsonthegroundandifthecharactertouchesit,thehealthbardecreasesaswell.Itwillalsoremovealltheartpiecesoffthescreen.Refertothe“Stage”sectionunderthe“StageAttributestable”
fordetailedattributesofthespikyball.
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STAGE
Overview
The“Stage”sectionoftheGDDwilladdresstheattributesandthedifferencesofthe6differentstagesthatwillbeimplemented.The2DworldofPierresignifiesthejourneyofhimgoingaroundtheworldcollectingartpiecesforhismasterpiece.
SequentialFallingObjects’Patterns
Thefollowingtableshowsthedifferentpatternsthatwillbeusedthroughoutthegameandthedescriptionofeachofthepatterns.
Pattern Description
PatternA
Spikyballswillbespawnedtothetangentofthewheeltomakeplayersjumpoverit.Thetopandbottomwillspawntogetherfirst,followedbytheleftandright.
PatternB
Spikyballswillspawnrapidlyataspottocreateawallofspikyballstolimitaccesstoacertainareaforaperiodoftime.
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PatternC
Spikyballswillfalloneafteranothersequentiallyinanarctochasetheplayeraway.Thispatternwillaffecthalfofthewheel.
PatternD
Spikyballswilldropinarain‐likepattern.Inthediagram,theblackballsfallfirst,followedbythewhiteoneswhichwillfallinbetweenthegapsoftheblackones.
PatternE
SpikyballswillfalllikeinPatternC,justthatinthiscase,itcoverstheentirewheel.
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PatternsinStages
Asidefromrandomfallingspikyballs,eachstagehasapre‐definedpatternassignedtoit.Thefollowingtablewillshowthepatternsthatwillspawninthe6differentstages.
Stage Pattern(s)Woods1 • Nopatterns
Woods2 • PatternA
Mountains1 • PatternA
• PatternB
Mountains2 • PatternA• PatternB• PatternC
City1 • PatternA
• PatternB• PatternC• PatternD
City2 • PatternA
• PatternB• PatternD• PatternE
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StageAttributesTable
Thistablewillsummarizeindetailthestatsusedineachofthethreelevels.
GlobalOptions
Attribute Value DescriptionGameMode Normal(default) Defineswhetherthegameismean/nice
WORLDWorldSpeed 30.0 ThespeedoftheouterwheelWorldDirection 1 1=Clockwise/‐1=Anti‐clockwise
CHARACTERJumpHeight 170.0 TheheightPierrecanjumpJumpDuration ‐330.0 Thelowerthevalue,thefasterthefall
MoveClockwise 2.5 Pierre’sclockwisemovementspeedMoveAnti‐Clockwise ‐1.25 Pierre’santi‐clockwisemovementspeedRoarSpeed 90.0 DegreeshitpersecondHealthatStart 100.0 HealthatthestartLowHealth 25.0 TriggerslowhealthpulsingscreenCriticalHealth 10.0 Triggerscriticalhealthpulsingscreen
FAILUREFEEDBACKDamageCount 3 No.ofdamagereceivedtochangemodeTimetoMean 10.0 No.ofsecondstotriggerMeanmodeFeedbackTrigger 2 No.ofhitsreceivedtotriggerfeedback
Stage
Attributes Stage1 Stage2 Stage3 Stage4 Stage5 Stage6DANGEROUSOBJECT
ProbabilityofDrop 32.0 42.0 50.0 55.0 60.0 60.0FallingSpeed 35.0 35.0 90.0 110.0 110.0 115.0AngleRange 120.0 120.0 120.0 120.0 120.0 120.0Frequencywithinangle 0.0 60.0 65.0 65.0 70.0 70.0Disappearancetime 10.0 10.0 12.0 14.0 12.0 13.0KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0KickFriction 40.0 40.0 40.0 40.0 40.0 40.0Damage 15.0 15.0 15.0 15.0 15.0 15.0MaximumonScreen 10 10 15 15 15 18
ARTPIECESProbabilityofDrop/piece 22.6 19.3 16.6 15.0 13.3 13.3FallingSpeed 15.0 15.0 75.0 85.0 100.0 110.0AngleRange 180.0 180.0 120.0 120.0 240.0 240.0Frequencywithinangle 10.0 10.0 0.0 0.0 0.0 0.0
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Interval(fail‐safedrop) 50.0 50.0 10.0 10.0 20.0 20.0Disappearancetime 20.0 16.0 10.0 10.0 8.0 8.0No.tocollecttopassstage 2 3 4 5 6 7KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0KickFriction 60.0 60.0 60.0 60.0 60.0 60.0Damage 5.0 5.0 5.0 5.0 5.0 5.0MaximumonScreen 30 30 30 30 18 18
STAGE’SATTRIBUTESObjectsgenerationtime 2.0 2.0 1.5 1.5 1.2 1.0CounterPlayer’sStrategy N.A. 10 10 8 8 8No.offallingobjecttocounter N.A. 3 4 4 5 5
PATTERNATTRIBUTESSequentialFalling No No No Yes Yes YesDamage N.A. N.A. N.A. 10.0 10.0 10.0FallingInterval N.A. N.A. N.A. 25.0 23.0 20.0MaximumSequenceFalling N.A. N.A. N.A. 8 8 20Non‐GravityFalling No Yes Yes Yes Yes YesNon‐GravitySpeed N.A. 200.0 200.0 250.0 250.0 250.0Non‐GravityDamage N.A. 3.0 3.0 3.0 3.0 3.0Non‐GravityInterval N.A. 15.0 15.0 15.0 12.0 10.0RainFalling No No 100.0 100.0 100.0 100.0RainFallingInterval N.A. N.A. 20.0 20.0 20.0 20.0RainFallingRepeatTime N.A. N.A. 15 15 20 20RainFallingIn‐TypeInterval N.A. N.A 0.3 0.3 0.22 0.22RainingFallingPatternD No No No No Yes YesPatternDRepeatTime N.A. N.A. N.A. N.A. 3 3PatternDIn‐TypeInterval N.A. N.A. N.A. N.A. 2.0 2.0
STAGEGAMEPLAYRotationofInnerWheel No No Yes Yes Yes YesSpeedofInnerWheel N.A. N.A. 3.0 3.0 3.0 3.0RemovingCollectedArtPieces No No No No Yes Yes