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Game Design Document
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Extra:
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Storyboard.
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Análisis de negocio.
Plataformer, Hack & Slash
2.5D
Cartoon 3D
Bloody, Fast, Fantasy, Floating Islands, Hack 'n' Slash.
International, +16 (PEGI)
PC & MAC
Low
- Keyboard
- Xbox 360
- Xbox One
- Ps3
- Ps4
Med. 2017
Your objective is to get to the end of the level before you loose all you HP, so you will have to move very quick through the non-lineal stage, combining platform jumping, wall sliding and a handful of level mechanics. At the same time you will have to kill Pronaks (main enemies in the game), to absorb their energy and gain life.
Through the levels you will find Pronak Spawners that you must destroy to stop their generation so the checkpoint will be activated and you will have a place to rest and recover HP during the frentic gameplay.
Lidric, the best bounty hunter in the region gets involved in an adventure plenty of dangers. He must find the old sword made from the bones and energy of Avrae, the last dragon, to finish the menace of the Pronak once again
List of mechanics and dynamics in the game
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Basic mechanics
- Moving: the player will be able to move left and right
- Jumping: basic jump.
- Basic attack: attack that will kill all the basic enemies with one hit, but it's not enough strong to kill the big ones.
- Strong attack: attack that will kill all enemies with one hit and also it has a bigger range, so the enemies in the area will be dead aswell. It can kill the big tank enemies too. It has a cooldown so you can't use it repeatedly.
- Sliding: the player can slide in ramp like terrains. The slide will kill every enemis that you run through that are in your way.
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Dynamics:
- Attack while moving: you can attack while you move.
- Jump attack: attack while jumping. To attack certain points out of your reach.
- Jump wall to wall: you can jump from wall to wall while you are sliding on it to get to higher places of the level (or lower).
Camera in perspective with a fov of 30 degrees pointing to the player with a side view. The camera will follow the player with a smoothly, and it will anticipate to their moviments and map events (triggers).
Camera reference: Trine
GAMEPLAY VIDEO
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Xbox One/360
- A to select
- B to go back.
- JOYSTICK and ARROWS to select option/buttons.
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PS4/3
- X to select
- O to go back.
- JOYSTICK and ARROWS to select option/button.
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KeyBoard
- ENTERE/SPACE to select
- BACKWARDS/ESCAPE to go back.
- W/A/S/D and ARROWS to select option/button.
- MOUSE to move and select option/button.
It is the same UI in the main menu as in the pause menu.
- Exit Game Button.
- Back Button.
- Main Selection Buttons.
- Options and selection buttons.
- Slider: bar that you can regulate to change the different volumes and brightness.
- Graphics buttons: 3 types of graphic selections placed in secuence that when you selec them, the one that's been selected changes to a brighter color.
- Sprite 2D, non-diegetic type.
- Life bar sprite animation where a blood is pumping from hand to sword accompanied with a bump sound.
- Red bar decreases over time from right to left.
- When life is lower it will shake so the player will notice that he needs to heal aswell as more sounds and animation. The screen will be more grey as the player gets hurt and the borders of the screen will get more red aswell.
- When the player gets hit, a blood spark arises from the life bar (sprite effect) and shakes for short period of time.
- The sword of the player is connected to the amount of life that he has, as more life more the sword glows.
- Sprite 2D, non-diegetic.
- Time contained on a sphere.
- If time overpass sphere size limits, the font sieze will decrease.
- Blood sprite under score.
- Score will be with a custom and big size font.
- When socre increases, it makes a sound and the number of the amount is added to the actual score increasing the number.
- Inventory is at the mid bottom of the screen, when ever you get a key or any other item, it will show for a second and then disappear to keep the screen clear, but if you press pause you will be able to look at them.
- The icons will be represented as a 2D sprite, and it will have a bouncing animation (very disimulated).
- The items will be keys and the collectable.
- 3 icons that represent every attack hability of the player, with a diamond like shape.
- They will be place in the mid-bottom of the screen.
- Every attack has a cooldown that is seen in the icon as a clock transition, that will make the icon darker untill the transition finishes.
- The icon will have a small pop-up when the attack is used.
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Enemy Melee: this enemy is small, fast and weak and easy to kill (with only one hit). It will follow the player and attack when it gets into his range. It's slower that the player so he can run them out if he doesn't wants to fight them
- Damage: 20 points.
- Life: 1 hit
- Speed: 0.75 player's.
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Enemy Charged: bigger, tougher and impossible to kill from the front. It charges the player once it gets on its range, so the player must avoid his attack. If the enemy misses it has a stunt time of 2 seconds and in that time the player mus hit him from the back to kill him, on its weak point. This enemy can hit and open walls that will open hidden locations, so the player must observe where this enemy is facing and what does it has around.
- Damage: 50 points.
- Life: 1 hit
- Speed: 1.25 player's.
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Enemy Ranged: it's static and it attacks the player by absorbing his life when it gets in its range. The player can destroy it when it gets near it, and can avoid being hurt by it by using the blocking ability.
- Damage: 5 points per second.
- Life: 1 hit
- Speed: 1.25 player's.
- Spikes: placed in some places so the player must avoid them, causes instant death.
- Crushing Rocks: Rocks with a trajectory that will crush with the ground or other moving platforms or even other moving rocks aswell and crush, if the player gets in the trajectory of one of thoose rocks will get insta killed. The rocks can move in the X axis as the Y axis aswell.
There are 3 keys, each one of them opens a different door. You can have more than one and will difference each other with the color, that will match with the door that opens. Will be a maximum of 3 doors per stage, and a minumun of one, depending on the stage.
GAMEPLAY VIDEO GOES HERE
Theese stones are collectables that you can get in every level. There is only one per stage, 3 per level, and at the end of the level you'll see how many you collected. When you get all 3 you will unlock a pice of the lore in the form of an ancient rune. In it it will be a text and an image in representation of that piece of history.
GAMEPLAY VIDEO GOES HERE VIDEO FROM COLLECTING ALL STONES
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Logic:
- If player gets one of the keys, it plays a sound, and it goes to the inventory UI.
- If the player is in front of the door with the right key, the door opens making an animation with a sound, aswell as a glow effect comming from door and the key disappears from inventory.
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Door 3D Model:
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3 meshes.
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Size ( - , 4m, 4.5m)
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Max. 1000 triangles. (less better)
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Style:
- Metal bars
- Big locker
- Avoid gothic/victorian
- 2 columns at the borders
- 2 doors style gate
- Good fitting with the environment.
- Can be placed facing right or left aswell.
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Open animation with a cartoon style easing.
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Light effect emerging from the locker (effect with mesh and animated white texture, to change the color in unity)
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Textures:
- 512 x 512
- Diffuse map
- Normal map
- Do 3 sprite icons for inventory (mesures not defined yet)
- Metallic or Specular
- Emissive in white (to change the color in unity).
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Key Model:
- 1 mesh
- Style: each one with a diferent color (3 types).
- Max. 300 tris
- Textures: same materials and UV set as the door.
GAMEPLAY VIDEO GOES HERE
3D MODEL IMAGE GOES HERE
We designed a modular system based in a 3D tiled environment, so all tiles can be combined between them to create many types of islands.
- Logic: Simple platform with a predefined path. + Bounce effect when jumping on it (gravity effect).
- Mesures: 2 models, (2, 1, 1) and (4, 1, 1).
- Tris: Small 500, big 1000.
- Style: Looklike tile system.
- Prefab: 3 variants of each one with different props (crystals, rocks, plants...).
- Texture: 512 x 512 all platforms (include falling) in the same UV (diffuse, normal, spec), 3 variant textures for each level.
IMAGE/VIDEO GOES HERE
- Logic: Like normal but if the player stays in, the platform will fall exponentially, if player jumps off, the platform will return to it's origin. +Bounce effect on jump in.
- Mesures: 2 models, (2, 1, 1) and (4, 1, 1).
- Tris: Small 500, big 1000.
- Style: Similar to the previous ones but withe less crystals and less glowing aswell as a little bit decomposed, making them llok inestable.
- Prefab: 3 variants of each one with different props (very small crystals, rocks, plants...).
- Texture: 512 x 512 all platforms (include normal) in the same UV (diffuse, normal, spec), 3 variant textures for each level.
IMAGE/VIDEO GOES HERE
There are two kind of destructible elements or props in the game
The trunks will be placed and will serve as a tutorial element for the player. He will be able to destroy them to practice the abilities he learns.
IMAGE OF 3D MODEL
Will have a similar function like the trunks, they will serve as elements to be destroyed to practice abilities or simply to give some atmosphere to the game.
3D MODEL IMAGE GAMEPLAY VIDEO/GIF
Those walls will be placed normally near a charged enemies. Behind these walls it will be hidden keys, as well as hidden objects like Stones of knowledge, and only the Charged enemy will be able to destroy these walls, so the player must be in back facing the wall and wait for the creature to charge and then avoid it so the monster will destroy it and then the player will be able to go in it
Will be in a vertical position blocking the path so the player will need to destroy them to keep moving.
3D MODEL IMAGE GAMEPLAY VIDEO/GIF
- New game: This is the option that the player will choose if he wants to play the game from the beginning. Will introduce the player with the first cinematic and then with the tutorial. The game will be saved automatically after completing the stage so the player can continue it whenever he wants. If there is a game loaded and you choose the new game option you will delete the previous game that was being played.
- Continue Game: Will load the game at the beginning of the stage where the player was before he left.
- Select LvL This is an option for the player that only wants to play certain levels to get maximum punctuation, or to repeat stages to get better scores. You will have unlocked all levels since the very first time you play the game, but without punctuations or collectables.
NOTE: When it comes to the punctuation and collectables, once the player gets it for the first time he doesn't loose it if he begins new game, that doesn't change the fact of the score.
If the player wants to get the 3 stars will have to make a high score, and get the 3 collectables in the same game, even if he get it before (because it's a piece of lore, once you get it you don't necessary have to get it again, only if you want to beat the previous score).
Is a 1v1 gamemode where the player must hold a single checkpoint for a period of 1 minute. The time cumulative, so if the player is holding it, for example, for 12 seconds and then gets killed, he will have 12 seconds in his score. Also there will be some Melee Basic Enemies that will spawn randomly tu put a little bit of a challenge and to help the player that's not controling the spawn to gain a little bit of extra life.
- Rules
- Players can't go out the stage, they have to move through it.
- When the player gets killed he will have to wait for 3 seconds to respawn again.
- To capture the spawn players must get in it and instantly will turn on the player's color (red or blue).
- Stages 1.1 - 3.2: Get to point A to point B.
- Stage 3.3: Destroy all weak points and final weak point to complete the stage (destroy all boss weak points).
- Get the collectable on every stage.
- Try to die minimum times possible to get a 🌟.
- Get more than the minimum score to get a 🌟 .
- Complete the level with less than the maximum time to get a 🌟 .
It has more green tones and more vegetation, as well as houses that will be in the background to make the player feel that he is not that in the mess yet.
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Beat Chart
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Stage Map
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Level Flow
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Duration: 2min.
Elements and mechanics introduced in stage:
- First cinematic.
- Full of vegetation and happy tones.
- Lateral movment mechanic introduction.
- Spawner without use in the background (to introduce the player to the environment).
- Boxes and destructibe elements not destroyable yet, with collectionable (player doesn't has the sword).
- Trunk lying down the way, player has to jump it (here learns jump).
- Mountain up with a little parkour.
- Sad and coold tones in the top of the mountain
- Sword with its environment (big dragon skeleton and sword in the middle).
- Obtain the sword
- Your life decreases (you realize about the mechanic).
- Mountain down.
- Spawner fountain without ball (doesn't spawn enemies), and when you get on it you gain life (you learn the mechanic), and if you die later on the stage you realize that it serves as checkpoint too.
- Basic Spikes Hazards. (if die, learn spawning mechanic)
- Destructible obstacle (the player learns to hit things).
- (optional) Collectable behind the first obstacle (the player has to destroy it to get it), here he discovers about the collectables.
- Encounters the ship and leave the island and show puntuation
Graphical elements introduced in order:
- First cinematic (explains who are you, why you are in the Avre island and the concept of the plague).
- Ship with background travel
- Player jumping off the ship (scripted).
- Island 1 graphics (green tones)
- Destroyed village
- Open/Destroyed door
- Mystical stone (jump)
- Trunk blocking
- Destroyable element
- Spawners in the background
- Background destroyed islands during all level
- Mountain
- skulls/death elements
- Trees without vegetation
- Snow effect or similar
- Darker tones
- Avrae skeleton
- Sword altar (state change, cinematic/animation, spawnpoint)
- Mystical stone (tutorial life)
- Spawner without enemies
- Mystical stone (tutorial attack)
- Destroyable element
- Mystical stone (tutorial die/respawn)
- Hazzard spikes
- Ship
- Puctuation
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Basic melee enemy (he learns to fight enemies and discovers that with every kill he gains life).
- Spawner introduction (he discovers about spawners and how to disable them).
- Door.
- You see a key next to you (in an upper position) but to get it you cant simply walk to it, you will have to use the jump wall to wall to get it (like super meat boy) and player learns the mechanic.
- Attack while sliding mechanic (the player can attack while sliding an acclivity to kill enemies on its path, like in New Super Mario Bros).
- Basic platforms where he can jump on.
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- Collecable with obstacles between you and it making it optional to get.
- Falling platform (platform with physics, with a more deteriorated look and will descend with an increasing speed when player jumps on it, so he can't stay for too long on it).
It has more yellowish tones and less vegetation to make the player feel more in the danger. It has destroyed houses and more enemies.
The background tone goes darker as well.
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- Here he will learn the wall jump/slide dynamic
- The player will learn the stronger attack hability
- A few steps after learning the hablility he will find the Charged Enmey and how its behavior is, so will have to kill it.
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- Falling rocks that will destroy a part of the floor under you, making you fall in a well.
- The player will improve his wall jump hability because he will be forced to get out the well jumping wall to wall, but the wall will have some hazards placed so he will have to calculate a precise jump every time.
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- At the end of level 3 you learn the shield hability and you practice it with the first ranged enemy you find in the game but just after killing it you are eaten by the final boss.
You're inside the monster now, so the tones will be darker and vegetation completely disappears (except for some trunks and rocks that will be as background elements). The main texture will be a mix between flesh and fluid with dark red and skin tones. And orange-yellow for the gastric fluids (the level hazard).
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- He puts in practice the shield hability with more ranged enemies.
- Introduction to the bile/lava hazard (same use as spikes).
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements.
- At the end of the stage, bile will increase its level and the player will have to keep moving constatnly to scape, jumping, and going up using the wall slide hability to get to the end and proceed to the boss stage.
- Beat Chart
- Stage Map
- Level Flow
Elements and mechanics introduced in stage:
- Combination of previous elements except for doors and keys.
- The boss level will have a new structure with 3 weak points to destroy, along with the last weak point that will be at the beggining of the stage but protected by a shield, so the player will need to destroy the other 3 before.
- The player will see just at the beggining the 3 weak points behind walls so you wouldn't be able to destoy them from the first area.
- The level will have a labyrinthine design.
- The player will have to move for the 3 different paths to get to the weak points.
- After destroying the last weak point with its animations a fade effect witha 2D texture that covers the screen with blood the game credits appear with our names and the title of the game.
- Then the last cinematic appears with the complete game credits.
After the great cataclysm, the land crashed and began to levitate. Centuries passed, and humans began to adapt to the new world. But one day, something came from the deep of the planet, something emerged, a enemy capable to destroy everything in it's path, hunger for Levita, the stone that came from the skies and makes the land levitate. From that stone, the creature was giving born to many monsters that he was emitting from inside and spreading around, killing everythinbg in their path...
Humanity, scattered around the planet wasn't able to face such a manace so they made a deal with the last dragon alive, Avrae , whom survived the war for the control of the skies against humans many years ago, agreed to fight aganist that monster, because even him, the grat Avrae was in danger.
The dragon, fought the abomination for many days but with his power and his blood magic, he finally anihilated it...
Humans, after seeing the great power of the dragon, began to fear him, and with fear comes confusion... So they took the decision, taking advantage of the fact that he was very weak after the fight, to kill him.
The las dragon was ended...
But, to honor him, the best human alquemists and conjurers created a sword with his vital energy and strongest bones making the person who carried it almost indestructible, but to feed the power of the sword there would be a price to pay...
I the manace ever returned, humanity would be prepared...
The world is a mix of ancien runic mysticism mixed with a primitive steampunk world.
The environment is based on a rock land, and basic runic human infrastucture. The vegetation is not very abundant and green-yellowish tones.
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Levels environment will have the same props and environment but with another color palette, and decreasing the amount of vegetation.
- Level 01: Will have, more architecture elements, and abandoned houses, as well as more vegetion. Color Palette Level 01
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Level 02: Will less architectures and those in the level will be all totally or partially destroyed, and less vegetation, and more crushed islands. Color Palette Level 02
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Level 03: Will have no houses or vegetation at all, only rocks and floating pieces of crushed island, making if feel more degradated. Color Palette Level 03
The sthetic of the game is based on a low poly, and plane color textures. But also we tried to avoid a very cartoonish style.
The color contrast will be very important to make notice certain elements more than others.
The main colors of the game are
So players and enemies will have Red and Black as primary/sceondary colors, as well as normal maps making them the only elements in the game with normals.
One of our main references is League of Legends in terms of graphics, also Journey and the Assassin's Creed Chronicles trilogy.
We got inspired in the world of warcraft in terms of optimization as well as the heroes of the storm RPG/Runic esthetic.
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