Impact Event: Game Design Document

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Impact Event

Game Design Document


Team Exodus

May 2012

Table of Contents
Game Concept ............................................................................................................3 Game Core (Genre/play type) .....................................................................................3
What will the player do and how? .....................................................................................................................3 How large will the game world be? ...................................................................................................................4 How long will the game take to play? ...............................................................................................................4 Level Mock ...................................................................................................................................................................4

Goals ..........................................................................................................................4
Provisional Goals. What steps towards completion will the player experience? .......................4 EGC (End Game Conditions). Win or lose. ......................................................................................................5

Challenges ..................................................................................................................5
Enemies ........................................................................................................................................................................5 Obstacles ......................................................................................................................................................................5 Anti-Comet Defense Platforms ............................................................................................................................... 5 Planets............................................................................................................................................................................... 6 Moons ................................................................................................................................................................................ 6 Asteroid Field/Belt ...................................................................................................................................................... 6 Satellites ........................................................................................................................................................................... 6

Rewards .....................................................................................................................7
How will you reward the player for their efforts? ......................................................................................7

IPM.............................................................................................................................7 Moon Collision Chart ..................................................................................................8 Flowchart ...................................................................................................................9 ...................................................................................................................................9 Component Interaction Matrix .................................................................................. 10
Interactions Explained ........................................................................................................................................ 10

Features ................................................................................................................... 10
What aspects of the game will appeal to the player? .............................................................................. 10

HUD and User Interface ............................................................................................ 11


HUD ............................................................................................................................................................................. 11 Player Cues ............................................................................................................................................................... 11 Menus ......................................................................................................................................................................... 12

Player perspective .................................................................................................... 12


What will the player see/experience? .......................................................................................................... 12

Controls .................................................................................................................... 12
How will the player operate in the game? ................................................................................................... 12 How will the UI function? ................................................................................................................................... 13

Means of Feedback ................................................................................................... 13


What devices will the player need to understand the game status (interface elements)? ..... 13 Status .......................................................................................................................................................................... 13

Comparable Games ................................................................................................... 13


What other games have a similar genre, play mechanic, or target market segment?............... 13

References ................................................................................................................ 14

Game Concept
Impact Event gives the player control of a massive comet of their choosing, with intent on steering it towards a planet. As the player progresses through levels, more advanced planets will gain increasingly effective defensive perimeters set up with ACDPs (or Anti Comet Defense Platforms). The player will have to use various means to build up enough momentum and speed to get through the ACDPs or destroy them via slinging mass collected on the journey towards the planet. More mass collected equates to more destructive potential, as does more momentum. The players goal is to destroy the planet, and remove it from existence completely.

Game Core (Genre/play type)


What will the player do and how?
The player will take control once the comet is on its trajectory toward the target planet. The perspective will be an isometric perspective. The player will be limited to the horizontal area represented on screen, and will not be able to veer off course from the planet to explore the solar system but has the possibility of failure by colliding with planets or other objects that are not the goal planet. In the event that the player is on an unavoidable collision course with an obstacle, the player will not be able to stop the comet, but will be able to slow it by pressing the s key. Once the s key is depressed, the comet will resume normal speed. The player will only be able to increase speed via speed boosting objects, such as large obstacles with a gravitational field. Once the player has pressed the s key to slow the comet, all speed boosts will be lost. Although the planet will inevitably be reached, the player must avoid obstacles and utilize speed and mass boosting objects to create the highest amount of damage to the target planet.

How large will the game world be?


The game world will span a distant universe. The game world will include a multitude of solar systems; 30 with which the player will directly interact. Each planet, and the path on which the Comet travels, will make up one level. The player will start on a linear path toward the objective planet, with travel times lasting between 2-3 minutes.

How long will the game take to play?


The average level size will equate to roughly 2-3 minutes of playtime, depending on how well the player navigates and utilizes speed boosts. Total playtime, to complete all levels, will be roughly 20 minutes if no mistakes are made and the player does not need to restart a level. The player can choose to replay past levels and obtain a better score, which will increase playtime by however much the player chooses to devote to it. Level Mock

Note: Teleport point is an object just to make mock easier to read.

Goals
Provisional Goals. What steps towards completion will the player experience?
The game will consist of 8 levels. With each level complete resulting in the elimination of one planet. The player will be able to play through 8 scenarios, but 4

only able to attack them in order. It is the goal to work from the easiest to destroy, to the most difficult. After a planet is destroyed, the rating points (based upon their damage of 1 to 7), the player will unlock the ability to attempt to destroy the next planet if they have sufficient damage points accumulated. The points are added up to unlock more scenarios.

EGC (End Game Conditions). Win or lose.


The player will be given a score from 1-7, based on the amount of damage they cause to the target planet. In order to proceed to the next level, the player must reach a minimum damage rating of 5. If the player has not reached a damage rating of at least 5, he or she must replay the level from the beginning. The game is over when the player has removed all 8 planets. The player can choose to replay levels at any time to unlock higher levels, or in attempt to achieve Impact Event status, which occurs when the player is able to reach a damage rating of 7.

Challenges
Enemies
Each planet that is advanced enough to have an ACDP will have its own unique ACDP. The player will encounter ACDP as they attempt to penetrate the target planets atmosphere. ACDP will be floating devices that attempt to destroy the comet before it can reach the surface of the planet. The 3 unique ACDP will each try to accomplish this in different ways as discus below in our obstacles section.

Obstacles
As the player navigates the comet toward the objective planet, obstacles will be encountered. These obstacles will include ACDPs, non-objective planets, moons, asteroids, satellites, rings, and black holes, and will need to be avoided. In the event of a collision with these obstacles, see the Component Interaction Matrix. Anti-Comet Defense Platforms Pusher: The pusher ACDP slows down the asteroid via lasers and modifies the speed and direction of the asteroid/comet, potentially reducing the possible damage that can be dealt to the planet. In order to avoid pusher ACDP, the player must carry a high amount of speed. Splitter: The splitter ACDP uses charged particles to split the asteroid/comet and reduce its mass. In order to avoid splitter ACDP, the player must carry a high amount of mass.

Arrestor: The Arrestor ACDP uses a gravity field to slow down the speed of the comet to make it easier for the Splitter ACDPs to do their job and reduce the destructive potential of the comet.

Planets (Non Objective) Planets of three different sizes (and various appearances, purely cosmetic) will be present in the game. Some of these planets can have rings. The rings will be attached to some planets and provide a slight mass boost, but will only be around high-risk planets. Gas Giants: Greatest speed boost, greatest risk of being destroyed Terrestrials: Moderate speed boost, moderate risk of destruction Pressure Cookers: Tiny speed boost, tiny risk of destruction

Moons The moon of a target planet can be used to produce a high enough rating to cause a planet-cracking event, if the comet is of sufficient mass to propel the moon into the planet it is orbiting. If not, the moon will deflect the asteroid/comet. The moon will not always be present, and the timing is important. The amount of kinetic energy being carried by the comet will directly translate to that of the moon, but bonus damage points will be awarded for successful use of the moon. For example: The comet is carrying a damage rating of 4. The player chooses to deflect the moon into the planet, instead of using the comet. The moon will continue to carry a damage rating of 4, but the player will be awarded bonus damage rating for having used it, resulting in a total damage rating of 5. If the player nears the planet with a damage rating of 5 or 6 and wants to try for a max score the moon may also be a valid target to try to go for a max win. (But by no means is the moon required for a max score) Asteroid Field/Belt The asteroid belt can be used for gaining mass, depending on the current size of the comet, parts of the asteroid field can be taken along for the ride, causing even greater destruction and absorbing damage from splitter ACDP. Space Mines Mines are floating orbs of destruction that will detonate upon touch or close proximity of the comet breaking off mass and causing it to reduce its speed. Satellites Non-defensive satellites can add small amounts of mass to bolster the mass of the comet. There are two types: Space Stations and Communication Satellites. 6

Space Stations: Provide a modest amount of mass, and may be found orbiting planets. Communications Satellites: Provide a small, fairly insignificant amount of mass, but will inhabit planetary orbit.

Black Holes These are very dangerous, as they are capable of sucking the comet right up in their super-condensed cores of matter, but they are also capable of giving the highest level of speed boost. The boost zone for a black hole is very thin, and fairly easy to miss. If the comet gets too close to the black hole without hitting the center, the comets speed is greatly reduced.

Rewards
How will you reward the player for their efforts?
The player will receive a score, or damage rating, based on the amount of damage caused to the target planet as the comet impacts. The damage rating will range from 1-7. In the event that the player receives damage rating of 7, the player will have achieved Impact Event. In the event that the player receives a damage rating of 5 or 6, the player may choose to progress to the next level, or restart the level. In the event that the player receives a damage rating of 0-4, the player must choose to restart the level.

IPM
1 Movement Non Objective Planets Moons Rings Asteroids Satellites I I I I 2 3 P P I I P I P P P M M 4 5 M M M M 6 7 8

Hurl Object ACDP- Spliter ACDP - Pusher Black holes

P I

P P I I

M M P P M M

Moon Collision Chart


Moon Impact Impact Rating below four Impact Rating of four Comet is destroyed Can turn los into a win giving 5 Impact rating if impacted at correct angle. Can turn a low level win into a Max level win if impacted at correct angle.

Impact Rating five or higher

Flowchart
Game Start Game Setup/ Main Menu New Game or Load game?

New Game

Load Game Opening Cinematic plays Player restarts levelt. D Player starts at current level. Player Starts in first level Yes A No Level Loaded/Load Next Level Comet Veers Left Comet Veers Right

Player Dies.

Has Comet made impact?

Has player Comet been destoyed

No

Player may control Comet.

What button is pressed?

Comet Course Corrects

S Black Holes Solar System Loop Game Loop Player Loop Mouse Look Left Click Comet Slows Down

AADP

Planets/Moon

Smaller objects, astroids sateletes

Finished Solar System Loop

Lets player aim asteroids or other debris at objects.

Fires available asteroids or debris at ACDPs

Yes

Waits for Comet to get in range

No

Is Comet in Range? No Yes Gravity will act upon Comet Increasing or decreasing speed depending on range

Has Comet made impact?

Is Comet close enough? Inputs finished? Yes

Yes

Will Fire at Comet until out of range or destroyed by Comet

Impact will do damage Mass X Acelleration

Objects will follow comet and add to overall mass

Win Conditions

No

Was Planet hit or Moon?

Moon

Planet

Was it a Objective planet?

Was moon hit hard enough to shoot it toward planet?

Yes

Was Objective planet destroyed?

Yes

Yes

Level Complete

Component Interaction Matrix


The comet interacts with the objective planet by impacting it. The result is the destruction of the comet, but it may or may not actually destroy the planet. This will depend on the damage rating the comet achieves. Non-objective planets, as well as moons, will have an acceleration zone that can slowdown or speed up the comet, depending upon the comets distance from the object. Moons, when struck by the comet at the correct angle, can be propelled into the objective planet. Asteroids, satellites, and parts of planets rings, will be attracted to the comet, but only if it flies close enough these objects without damaging them. All objects following the comet will be treated as if they were a part of the comet, and will receive the same benefits of speed boosts. Black Holes are obstacles that have the potential to destroy the comet, or give it a large speed boost. ACDPs are planetary defense platforms that will attack the comet. Objects Comet Objective NOP Moon A/S/R BH ACDP Comet X * * * * * * Objective DO X X DO,IM X X X Non-Objective Planet DC,SL,SP X X X * X X Moon DC,SL,SP,IM * X X * X X Astroid/Satelite/Rings A X SL,SP SL,SP X X X BH DC X X X X X X ACDP A,F X X X X X X

Interactions Explained
DO: Damages the objective, but destroys the Comet. DC: Damages/Kills Comet SL: Slows the Comet, based on distance. SP: Speeds up the Comet, based on distance. F: Fires at the Comet A: Attracted by the Comet. These objects may follow the Comet, adding mass. IM: Impact can cause the object to move and hit other objects X: Does not interact *: Already Evaluated

Features
What aspects of the game will appeal to the player?
Unique gameplay perspective that isnt present in other similar games, by taking the role of the comet instead of the defender. Mixing risk and reward closely together 10

will provide a fun and engaging experience that produces reward and failure appropriately, based on the players actions in the game. Players will take control of the destructive comet and steer it towards a target planet. The player will use various objects in the game to produce the maximum possible levels of destruction. The player will also have to avoid his/her comet getting destroyed as well, by Space-Object Defense Platforms, rift holes, other planets, barriers, and small moons.

HUD and User Interface


HUD
The HUD in game will be minimal, but will display some crucial information to the player. The primary piece of data that will be explicitly displayed is kinetic energy. The kinetic energy meter is based on a players mass and velocity and will let them know exactly how much destructive force they can currently exert. It is a typical vertical meter that fills slowly. As it reaches the top the players damage rating increases and the contents are reset. They wont know their exact mass or velocity, but will receive cues in the form of a changing pawn model for mass and post processing effects to show velocity.

Player Cues
Players will receive additional cues showing them the optimal line to take around each heavenly body. While in these Boost Zones, the players velocity will be increased based on the amount of time they spend in the zone. If the player comes in too shallow, they will be pulled off trajectory and lose speed in the process. If they 11

come in too steeply, they will approach the planets atmosphere and will either crash into the planet or lose a significant amount of speed escaping from the planets gravity.

Distress Signals
Players will hear and see various distress signals from each planet as It gets closer to the planet as means of player feedback on how well they are progressing through he level the more scared the inhabitance of a planet the deadlier the impact.

Menus
The game will have a main menu with a level select screen. Players will begin with only the first level available, and will unlock them in sequence by scoring at least a 5 rating on the previous level. There will also be an in-game pause menu where the player can quit the game, restart the current level, or be taken back to the main menu.

Player perspective
What will the player see/experience?
The players perspective in Impact Event is going to be an isometric view. This is to give the player a clear view of where they are going, but also provide them with a fair view of the comets size. This also is established so that, when the comet starts to collect extra mass from comets and other objects in space, the player will still be able to clearly see the comet and where it is heading. The Comet will be on a set trajectory and be zooming past planets and other common object found in solar systems. When passing planet the player will try to find the sweet spot where the gravity will give them a boost in speed. The player will experience this isometric comet perspective moving through and around objects to hit the desired target. The player will see the beauty of different solar systems and planets pummeled with the destruction of the players comet. The player will see small objects that will be desirable to fly towards these will give the comet additional mass helping with acceleration and ultimately coalesce to the destruction of the planet. The player will be told directly the moon is a target that will destroy the planet out right.

Controls
How will the player operate in the game?
The player will move the comet about in the game via the A, D, and S keys. Holding down the A will veer the comet left, D will veer the comet right, and S will slow down the comet until the key is released. The mouse will be used to aim and sling additional comet chunks at defensive obstacles.

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How will the UI function?


The UI will provide the player with information such as velocity, mass, and distance to target. Mass and Velocity will all be calculated into momentum and destructive potential. The menu system will flow smoothly, and will require at most three clicks of the mouse to get to play the game. Players will be able to select levels, each with their own set difficulty level.

Means of Feedback
What devices will the player need to understand the game status (interface elements)?
Audiovisual cues such as beeps when the user moves the mouse over the interface elements will provide feedback as to whether or not the element can be accessed via clicking.

Status
The damage-rating meter will go through 7 tics with each tics progress being shown by a different color. Cues will also be given for mass and velocity. Mass will be shown by smaller objects circling the comet, and velocity will be shown by post processing effects and particle effects. Audiovisual feedback will also be very important during gameplay. The player will know whether or not theyve hit the sweet spot in the gravity slingshot of a planet via audiovisual cue. The end game conditions will be determined by how many megatons the player has unleashed in terms of explosive impact force.

Comparable Games
What other games have a similar genre, play mechanic, or target market segment?
Angry Birds, particularly Angry Birds Space, is a comparable franchise in terms of gameplay. The goal is to cause as much destruction as possible, and it is a physicsbased game. The target market might be slightly different, as Impact Event will have a slightly darker tone. From a graphical perspective, there is a level in Bayonetta (Bayonetta, 2:55-4:05) for the Xbox360 that looks very similar. The player must dodge various heavenly obstacles, and the artistic style is similar to what has been envisioned for this title, although a slightly more arcadey twist is in order. For target market, the goal would be to grab a similar group to titles like Burnout 3: Takedown for the PS2. It sold more than 2.6 million copies globally (VGChartz, 2012). The comparison can be drawn, because IE and Burnout 3 each contain more

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real and visceral destruction than a lighter title like Angry Birds. The crash mode in Burnout also requires players to build and maintain a high level of speed in order to be successful, which is similar to the gameplay of Impact Event.

References
Bayonetta (29 Oct 2009), "Final Climax", video retrieved 13 May 2012 from Youtube at http://www.youtube.com/watch?v=MYwpG4lwSls VGChartz (28 Apr 2012), Burnout 3: Takedown, retrieved 13 May 2012 from http://www.vgchartz.com/game/4915/burnout-3-takedown/

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