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1 Can`t Catch Me! National Stem Video Game Design Document By

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Can’t Catch Me! National STEM Video Game Design Document by Nathan Kuravackal 1 License If you use this in any of your games. Give credit in the GDD (this document) to Alec Markarian and Benjamin Stanley. We did work so you don’t have to. Feel free to Modify, redistribute but not sell this document. TL;DR - Keep the credits section of this document intact and we are good and do not sell it. 2 Theme / Setting / Genre Theme Martial arts adventure Setting All over the world – one location on every continent Genre 2.5D Side-scroller Core Gameplay Mechanics Brief Jump Player can jump over small obstacles, sheep, crates, etc. Attack Player can attack enemy ninjas and the type of attack is randomized, but the player's attacks get more complex through the levels. Each level adds new attacks. Puzzles At the end of every level, the villain leaves a clue in the form of a puzzle. The player has to solve the puzzles to get to the next level, and each level, the type of puzzle changes. Targeted platforms IOS-iPad Inspiration UnBlockMe This game inspired me to make the Traffic Jam puzzle for Can't Catch Me. Flow This game also inspired me to make the Venice puzzle. 3 Jetpack Joyride This game was an influence to make a side-scrolling game. Jetpack Joyride is an infinite runner where you tap to fire the Jetpack. In Can’t Catch Me, you tap to jump. Phases This game was an influence to make a game where tapping on either side of the screen was the actions. In Phases, tapping on the left side makes you go left, and tapping on the right side makes you go right. In Can’t Catch Me, tapping on the left side is attack, and tapping on the right is jump. Overall Vision FUN for all ages. EDUCATIONAL: players can learn about the world. GREAT: players will play it over and over. Target Audience 7+ years old. Casual game players, not extreme hardcore gamers. Project Description The player is a ninja. He/she goes through seven 2.5D side-scrolling levels to rescue his father from the villain. In each level, the player jumps over obstacles; sheep, crates, etc. and fights enemy ninjas. The player presses ATTACK, and the computer randomly comes up with what type of attack the ninja will do. The attacks get more complicated every level. At the end of each level, the player has to solve a puzzle to find another clue to where the villain is hiding his/her father. In the last level, the player has to fight the villain one-on-one. At the end of that level, the player has to do a final puzzle to unlock the door of his father’s cell. Core Gameplay Mechanics Jump The player jumps when the right side of the screen is pressed. The player can jump 2 body-lengths forward and ¾ of a body upwards. The player cannot jump over enemy 4 ninjas. If the player presses JUMP again while the ninja is in the air, the first jump continues until the player hits the ground, and then the player can jump again. Attack The player attacks when the left side of the screen is pressed. The computer will randomly pick an attack from the kicks and punches that the player has learned. The player learns more attacks each level. Level 1: Front kick, Jab Level 2: Roundhouse kick, reverse punch Level 3: Side kick, hook punch Level 4: Axe kick, upper cut punch Level 5: Back kick Level 6: Spinning heel kick Level 7: Jumping 540 kick The player can press JUMP and press ATTACK while he/she is still in the air, and the normal kick will turn into a Jumping Kick, which does more damage than a normal kick. The enemy ninjas’ attacks get more complex each level, also. Puzzles At the end of each level, the villain leaves a clue in the form of a puzzle. There is a different type of puzzle each time that is related to the location. Level 1: Traffic Jam: Move the cars so the character can get through. Level 2: Maze: Complete the maze to find a clue. Level 3: Memory Game: Remember the tiles with clues on them and match them. Level 4: Waterways: connect the waterways without crossing them. Level 5: Bridge Building: Build a bridge across the river. Level 6: Code Cracker: Decode the message. Level 7: Lock Pick: Pick the lock. 5 Story The villain kidnaps the player, but the player's father, a TaeKwonDo grand master, turns himself in so the player can escape. The player realizes that he needs to rescue his father, but the villain escapes with his father in tow. But leaves a clue to where he is taking him in the form of a puzzle. The player solves the puzzle, and follows the clue to the first level. The player fights enemy ninjas, and jumps over obstacles to get to the end of level, where he sees a plane with the villain in it flying away. But the villain has left another clue. The player solves the puzzle, and follows the villain the location of the next level. This scenario happens five more times, and each level, the player figures out how to perform new and more complicated kicks and punches. Finally, in the seventh level, the player gets to the villain's hideout in Antarctica. There is a boss-battle, and the player wins. The player goes down to the dungeon, picks the puzzle-lock on the door of his father's cell, and rescues his father. They escape, and when they get back to their home, the player's father awards the player a black belt. Gameplay Tapping on the right side of the screen makes the player jump. The player can jump higher and farther than a normal human, but the player cannot jump over enemy ninjas. Tapping the left side of the screen makes the player attack. The computer randomly picks a punch or kick that the player performs. The kicks and punches get more complex every level. The player can press JUMP and press ATTACK while he/she is still in the air, and the normal kick will turn into a Jumping Kick, which does more damage to enemies than a normal kick. At the end of every level the player has to solve a puzzle. The player drags blocks, presses arrow keys, or types in words to complete the puzzles. Components Characters List • • • • • • • Ninja Ninja’s Father Villain enemy1 enemy2 enemy3 enemy4 6 Environmental Art Lists - Seattle, WA • • • • • • • • • • • • Level Start-Screen (Animated) with Fun-fact and Space Needle Space Needle Mountains Mt. Rainier City-Scape Puget Sound Cars Buses Trees Grass Buildings Shops - Blue Grotto, Italy • • • • • • • • • Level Start-Screen (Animated) with Fun-fact and canal-boat Trees Grass Vines Canals Boats Caves Rivers City-Scape - Pyramids of Giza, Egypt • • • • • Level Start-Screen (Animated) with Fun-fact and pyramid Sand Pyramids Dunes Camels - Angel Falls, Venezuela • • • Level Start-Screen (Animated) with Fun-fact and waterfall Angel Falls Rivers 7 • • • • Vines Grass Trees Snakes - Milford Sound, New Zealand • • • • • • Level Start-Screen (Animated) with Fun-fact and sheep Grass Cars Sheep City-Scape Ocean - Kerala, India • • • • • • • • Level Start-Screen (Animated) with Fun-fact and gecko Rivers Houseboats Coconut trees Billboards Geckos Cars Small City-Scape - Antarctica • • • • • • • • • Level Start-Screen (Animated) asks about previous fun-facts Snow Mountains Ice Stone Chains Torches Throne Cells - Extras • Transition screen between each level (Shows globe and location) 8 Sound - Character Movement Sound List • • Footsteps Jump - Character Hit Sound list • • Attack Contact Hit an Obstacle - Character on Death sound list • • Hit the Ground Game Over music Animation -Environment • • • • Sheep Cars Trees Bushes -Character • • • • Player Running Attacking Jumping Fun-Facts • • • • • • Seattle: Home of the first Starbucks. New Zealand: Population: 4.4 million people, 30 million sheep. Kerala: Kerala is famous for its coconut trees, and in the native language, Kerala means ‘land of coconuts’. Blue Grotto: Emperor Tiberius used to throw his victims into the Blue Grotto! Angel Falls: Angel Falls is the tallest waterfall in the world! Pyramids of Giza: The pyramids of Giza took 30 years to build. 9