Impact Event: Game Design Document
Impact Event: Game Design Document
Impact Event: Game Design Document
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
Controls .................................................................................................................... 12
How will the player operate in the game? ................................................................................................... 12 How will the UI function? ................................................................................................................................... 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.
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.
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
P I
P P I I
M M P P M M
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.
No
S Black Holes Solar System Loop Game Loop Player Loop Mouse Look Left Click Comet Slows Down
AADP
Planets/Moon
Yes
No
Is Comet in Range? No Yes Gravity will act upon Comet Increasing or decreasing speed depending on range
Yes
Win Conditions
No
Moon
Planet
Yes
Yes
Yes
Level Complete
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.
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.
12
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
13
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/
14