In Bantam Menace - Photon Storm

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Chop Socky ChooksinBantam MenaceGame Design DocumentVersion 1.1Gas Ferry Rd, Bristol, BS1 6UN

Game Design DocumentTable of ContentsTABLE OF CONTENTS . 2I.GAME OVERVIEW . 3A.B.C.II.EXECUTIVE SUMMARY . 3STORYLINE (N/A) . 3NAMES (N/A) . 3CORE GAMEPLAY . 3A.B.C.D.III.MAIN GAME VIEW . 3CORE PLAYER ACTIVITY . 4GAME CONTROLS. 5IN-GAME GUI . 6CONTEXTUAL GAMEPLAY . 6A.B.C.D.E.IV.GAME ELEMENTS . 9A.B.C.D.E.F.G.V.GAME SHELL FUNCTIONS. 6GAME FLOW DIAGRAM . 6GAME MECHANICS . 7MULTIPLAYER MECHANICS (N/A) . 8SPECIAL FEATURES (N/A). 8CHARACTERS . 9LEVEL / MISSION / AREA DESIGNS . 11OBJECTS (N/A) . 13INTRO SCENE. 13MENU . 14HOW TO PLAY . 14END SCREEN . 14SOUND. 14A.B.MUSIC . 14SOUND EFFECTS . 14VI.CHEATS . 14VII.APPENDIX A: GAMEFLOW DIAGRAM . 15Last Updated: 29/05/2008Bantam Menace2 of 16

Game Design DocumentI.Game OverviewA. Executive SummaryYou play as Chuckie Chan. Wasabi has kidnapped 4 of your pupils, and isattempting to use their skills to power a new video game that will destroy theChooks in the real world. You must rescue your pupils before this can happen byfighting your way through 4 levels and boss encounters. Your martial arts skillsand combo attacks are at your disposal.B. Storyline (N/A)C. Names (N/A)II.Core GameplayA. Main Game ViewThe game is a 2D side-scrolling fighting game, conceptually based on the classicvideo game Kung Fu Master and its variants.Your task is to make it to the end of each level, where you will take part in a bossencounter. Defeating the boss will free one of your pupils. There is one pupil perlevel.To achieve this you move Chuckie Chan horizontally through the levels. As youprogress you are attacked by a variety of enemies and objects, whose sole aim isto hamper your progress.Last Updated: 29/05/2008Bantam Menace3 of 16

Game Design DocumentB. Core Player ActivityAs you walk the game level scrolls with you. You can turn back and walk in theopposite direction, but the level never scrolls back on itself (you simply get to theedge of the screen and stop).Enemies attack based on two criteria:1) Set markers within each level. These are trigger points that release one (ormore) enemies at you when you reach that part of the level.2) “Linger” enemies (see below)Enemies attack at set points in each level. They attack from both sides (in frontand behind you). If you linger for too long without scrolling the level forwards thennew enemies will be spawned, rushing at you from both sides. The spawn rategets faster the longer you linger, eventually over-powering you.You have 3 lives and a power bar. Certain enemy attacks result in the instantloss of a life, others result in your power bar being drained. Once your power baris empty, you lose a life. Once all lives are gone, the game ends.Last Updated: 29/05/2008Bantam Menace4 of 16

Game Design DocumentC. Game ControlsThe controls are slightly more complicated than a typical game, due to the natureof combining the keys to perform different attack moves.Movement / ActionWalk LeftWalk RightJump UpCrouch Jump Forward PunchKickLaunch PowerBallCombined Fight MovesJumping AttackKICK KICK Flying KickKICK Last Updated: 29/05/2008 Bantam Menace5 of 16

Game Design DocumentLow AttackKICK Context Based Fight MovesWhen “grabbed” : Shakes Off Enemies (rapidly)D. In-game GUIThe GUI will feature the followinginformation:1)2)3)4)5)Number of remaining livesPower remainingScoreCurrent LevelBoss Power BarThe Boss Power Bar onlyappears during boss encounters,and visually allows you to seehow “defeated” the bosscurrently is.The GUI elements will appear at the top of the game in separate panel / window.III.Contextual GameplayA. Game Shell FunctionsB. Game Flow DiagramSee Appendix I.Last Updated: 29/05/2008Bantam Menace6 of 16

Game Design DocumentC. Game MechanicsEnemy TypesGrippersThe ninja chimps act as “grippers” (standard henchmen) who rush onfrom each side of the screen and attack the player. If the player becomesoverwhelmed they will need to shake them off (by rapidly moving from left/ right, akin to “waggling” a joystick). Grippers only require one punch orkick to dispatch. A PowerBall will knock down all grippers in a row (if morethan one). Grippers do not have any weapons or attempt to hit you. Thevery act of them “clinging” onto you drains your power.LobbersThese enemies throw mall objects at you (plants, cans, burger boxes,etc). Lobbers are stationary and do not advance towards you. Theyappear at set points in the level, based on level markers. They stand onthe spot repeatedly throwing items at you. The items are either thrown“high” or “low”. High items can be avoided by crouching, so the item fliesover your head. Low items can be avoided by jumping, so the item travelsunder your legs. If a Lobbers item hits a Gripper, it will knock them down.You do not score any points if this happens. Lobbers‟ items cannot hurtother Lobbers. Lobbers will often appear in pairs, one in front of you andone behind, both throwing at the same time.SceneryScenery items are non-character based events that can hurt or damageyou. For example a pit of spikes would need to be jumped over. Walkinginto it would cause you damage for as long as you remain over the pit.Other scenery items can include falling debris from the Mall.Enemy “Death”No-one ever visually “dies” in this game. Enemies when hit will be “stunned” offthe screen, falling away with a dazed expression on their face. Items thrown atyou will not be “dangerous” (i.e. knives). They will still cause damage, but theywon‟t visually look as if they would inflict serious harm.Last Updated: 29/05/2008Bantam Menace7 of 16

Game Design DocumentPower-UpsPower-ups can drop down onto the level, or be dropped by certain enemies.Power-ups include:1) Replenish HealthBowls of noodles will replenish yourPower. As soon as you walk overthem they are picked-up and used.This will replenish 50% of yourhealth.ScoringScoring will be based on two criteria:1) The type of attack / combo you used2) The type of enemy that was hitThe more “powerful” the attack, the more points you will get. For example using aPowerball to destroy a whole wave of enemies would net a much higher score,due to the time and skill required to unleash the Powerball move.Similarly a jumping kick would score higher than a straight standing kick.Each action listed in II. C – Game Controls, will have an XML defined scoreassociated with it.Level ProgressionThe Levels will scroll in alternating directions. Level 1 will scroll from right to left.Level 2 will scroll from left to right. This will enhance the player‟s experience andhelp reduce repetitiveness.D. Multiplayer Mechanics (N/A)E. Special Features (N/A)Last Updated: 29/05/2008Bantam Menace8 of 16

Game Design DocumentIV.Game ElementsA. Characters“Chuckie our faithful hero, alearned master who followsthe true path of Kung Fu inpursuit of enlightenment”Chuckie will be the usercontrolled character.The animation betweenfight moves will mimicscenes within the actualcartoon, with a blur ofmovement whentransforming from onemove to another.Last Updated: 29/05/2008Bantam Menace9 of 16

Game Design Document“The Ninja Monkey’s workfor Dr. Wasabi under thecontrol of Bubba”The monkeys are themain enemies of thegame, rushing in from thesides trying to overwhelmyou.“Dr. Wasabi - an evil villainand leader of the chimparmy”Dr. Wasabi will onlyappear during bossbattles, appearing to helpBubba attack you.“Bubba, Dr. Wasabi's fat,huge, and idiotic orangutanservant.”Bubba is the end of levelboss character.Last Updated: 29/05/2008Bantam Menace10 of 16

Game Design DocumentB. Level / Mission / Area DesignsLevel One – Day at the MallA journey through the heart of the mall.Colourful shop fronts, glowing neon signs,holograms and display screens, with theoccasional escalator or lift.The level finishes in an open area of the mall,where Bubba slams his giant fists in anattempt to crush Chuckie. (See below formore on the boss fights).Once Bubba has been defeated Chuckiewalks to fre one of his pupils, only findhimself walking into a trapdoor, and fallingdown into the basement Level Two – Wander through theWarehouseDark basement areas, low lit, with blinkinglights, conveyor belts, claw arms andcompactors and the occasional sections ofcomplete darkness.Once Bubba is again beaten Chuckie gainsaccess to one of the Mall‟s lifts.Level Three – Return to the MallSimilar to the first level, but colourised in a dramatically different way, Chuckie onceagain has to fight his way through the Mall. Although this time many more enemies areready for him.Last Updated: 29/05/2008Bantam Menace11 of 16

Game Design DocumentLevel Four – Fighting on the Roof TopAs the sun sets the silhouette of Chuckie can be seen wandering across rooftops battling his foes. The route is dotted with perilous drops and occasionallymines fall from above. In the distance can be seen the structures of othersections of the mall.Chuckie eventually reaches his final destination, Wasabi‟s HQ, high above theclouds, where the final battle takes place.Boss StagesEach Boss stage involves beating Bubba, and his slamming fists, although eachround introducing more challenging situations and challenges.The first level will involve simply avoiding his fists, and attacking them whenvulnerable.The second will allow Bubba the extra ability to slam his fists into the ground,stunning you for a few seconds.The third round involves avoiding Bubba alongside waves of Ninja Chimps,attacking from both sides.By the final round the player will have to contend with all of Bubba‟s skills, NinjaChimps and projectiles flying in from all angles.Last Updated: 29/05/2008Bantam Menace12 of 16

Game Design DocumentC. Objects (N/A)D. Intro SceneThe intro scene will start identical to the US Chop Socky Game “Big Trouble inWasabi Warehouse”. A rendered gong with „Chop Socky Chooks‟ written across itleading to a shot of all three chooks.Last Updated: 29/05/2008Bantam Menace13 of 16

Game Design DocumentE. MenuThe Menu will appear after the Intro scene and will feature the Chuckie midattack on one or more Ninja Chimps. There will be one button, PlayF. How to PlayThis is the instruction screen. It will contain:Game controls (see Section IIC: Game Controls)G. End ScreenV.SoundA. MusicThe music will be simple loops taken from the cartoon series. They shouldinclude:Opening sectionMenu LoopStandard Game LoopBoss Level Game LoopB. Sound EffectsSound effects will be included throughout the game. Meaty punch and kicks oncontact, Kung Fu style swooshes, explosions, war-cries etc.VI.CheatsWe will provide any testing cheats available throughout the earlier testingperiods, and will include three public cheats for later release.Last Updated: 29/05/2008Bantam Menace14 of 16

Game Design DocumentVII.APPENDIX A: Gameflow DiagramLast Updated: 29/05/2008Bantam Menace15 of 16

Game Design DocumentLast Updated: 29/05/2008Bantam Menace16 of 16

Game Design Document Last Updated: 29/05/2008 Bantam Menace 3 of 16 I. Game Overview A. Executive Summary You play as Chuckie Chan. Wasabi has kidnapped 4 of your pupils, and is attempting to use their skills to power a new video game that will destroy the Chooks in the real world. You must rescue your pupils before this can happen by

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