HangOn! Game Design Document

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Game Design Document for HangOn!, a unique platformer game.

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Content

2

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

1.0
1.1

16-11-09
17-11-09

1.2

17-11-09

1.3

18-11-09

1.4

21-11-09

2

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+

1

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

2

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.

3

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.

4

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:

5

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.

6

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

7

Inflated Form

C

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

8

Goo Form

C

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

9

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

10

Detailed abilities list and illustartions

T

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

11

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

12

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

13

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

14

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

15

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

16

Progression

C

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.

17

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.

18

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.

19

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

20

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

21

Props
Objects that are used to fill up the scenery and have no effect on game play.

22

Random Concept Art
These are some of the initial sketches of Coop and his forms:

23

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.

24

Team Structure
Blue :
Green :

Core Team
Outsourced

25

THE END!

26

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