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Pierre:InsanityInspired

GameDesignDocumentation
Version4.3

agameproductionby

TablesofContent

DESIGNHISTORY 6

Version1.0 6

Version1.1 6

Version1.2 6

Version1.3 6

Version1.4 6

Version1.5 6

Version2.0 7

Version2.1 7

Version2.2 7

Version2.3 7

Version2.4 7

Version2.5 7

Version2.6 8

Version2.7 8

Version2.8 8

Version2.9 8

Version3.0 8

Version3.1 9

Version3.2 9

Version3.3 9

Version3.4 9

Version3.5 9

Version3.6 9

Version3.7 10

Version3.8 10

Version3.9 10

Version4.0 10

Version4.1 10

Version4.2 10

GAMEOVERVIEW 12

Introduction 12

Genre 12

Features 12

Platform 13

IntendedAudience 13

SoundConsideration 13

STORY 14

Outline 14

StorySynopsis 14

CutscenescreensOpeningScreens 15

COREGAMEMECHANICS 17

Camera 17

SinglePlayer 17

GeneralMovement 17

ControlSummary 18

InitialSetUp 18

CountdownbeforeStageStarts 18

RotatingWheel 19

MovingtheCharacterAnticlockwise(Left) 19

MovingtheCharacterClockwise(Right) 19

Jumping 19

Health 19

Low/CriticalHealth 20

TemporaryInvincibility 20

FallingObjectsandtypes 20

BeingHitbySpikyBalls 20

RoarObjects 20

ObjectsFrictionandDistanceMoved 21

CollectionofArtPieces 21

CollectingWrongArtPieces 22

ComboandChainingSystemofCollectingArtPieces 22

RateandPositionofFallingDangerousObjects 23

FallingofObjectsontotheWheel 24

DisappearingofObjectsfromtheWheel 24

TimerofObjects(TimetoLive)&RoaringFactor 24

DodgingDangerousObjects 24

PatternFallingObjects 25

NonGravityObjects 25

StageProgression 25

ProgressionofNumberofArtPiecestoCollect 25

ScoringSystem 26

GradingSystem 26

FailureStatesTrigger 27

FailureCommunicationTriggers 28

Win/LoseScreenStatistics 28

InterfaceFlowchart 29

InGameElements 31

CHARACTERS 33

PierretheCat 33

Audr 34

OBJECTS 35

ArtPieces 36

Hostile/DangerousObjects(SpikyBall) 36

STAGE 37

Overview 37

SequentialFallingObjectsPatterns 37

PatternsinStages 39

StageAttributesTable 40

DESIGN HISTORY

Version1.0

June15,2009
Version1.0isthecreationofthisgamedesigndocumentation(GDD).Thebasicframeworkofthe
documentationiscreatedsothatmoreinformationcanbeincludedmoreefficiently,witheachsection
labeled.Thecontentpageiscreatedaswell.

Version1.1

June17,2009
Version1.1istheupdatedversionofthedesigndocumentwiththefollowingsegmentsfilledin:the
GameOverview,theStoryandtheCoreGameMechanics.Anewsegmentisaddedin;theCoreGame
Sequencewhichoutlinesthetypicalflowofthegamesothatvisualizationiseasier.Basicattributesare
addedtoserveasaroughguideline.

Version1.2

June18,2009
Version1.2includestheupdatesofsomeofthecoregamemechanicsaswellasintheinclusionofthe
interfaceflowchart.Thestoryandgameoverviewisalsoupdated.

Version1.3

June19,2009
Version1.3containstheupdatedAppendixwiththepreconceptionandconceptionartworks.The
Charactersectionisalsofilledinwithdescriptionsandtheconceptart.MinorupdatestotheCoreGame
Mechanics.

Version1.4

June22,2009
Version1.4includestheupdatedversionoftheCoreGameMechanicswithsomeminoramendments
made,aswellastheupdateoftheObjectslistwiththeattributesoftheobjectsstated.TheWorld
sectionisremovedforthetimebeingduetoitscurrentinsignificanceinthedocumentation,asthe
issuesareaddedelsewhere.UpdatedinterfaceflowcharttoincludeAchievements,aswellasCoreGame
Mechanics.

Version1.5

June23,2009
Version1.5includestheupdateofthegameoverviewwiththeresolutionsizeedited.

Version2.0

June25,2009
Version2.0isamajorupdatebecauseofthechangeofthetheme,styleandgameplayofthegame.The
GameOverview,StoryandCoreGameMechanicsarealleditedtoaddressthenewgamedesign.More
mechanicsareaddedandsomeremoved.Theinterfaceflowchartaswellasmockoutareupdatedand
includedinthisrevisionofthedocumentation.

Version2.1

June26,2009
Version2.1containstheupdatesoftheCoreMechanics,whichincludesthescoremechanism,andsome
minoradditionstofirmuptheconceptofthedesign.TheObjectssectionisupdatedwiththenewlistof
objects,thoughnotfullycomplete.Attributesareassignedtotheobjectsaswell.Theplotpointsofthe
storyarechangedtotheupdatedoneaswell.

Version2.2

June29,2009
Version2.2includestheminorupdatestothedocumentationwherethetimingofthecollectionof
itemsisaddressed,aswellastheinclusionoftheTriggerofFailurecommunicationmodes.Themeansof
communicationoffailureisaddressedaswell.Minortweaksaredonewithinthemaindocumentation.

Version2.3

June30,2009
Version2.3adjuststheminortweaksinnamingconventionsandsmallupdatestothecoregame
mechanics(e.g.Countdownbeforegamestarts).TerminologyoftheDifficultymodeisedited.
CharacterssectionupdatedwiththeinformationoftheSideCharacteraswellastheinclusionofthe
conceptartofthecharacters.Attributesofwherethefallingobjectswillbefallingisadded.

Version2.4

July1,2009
UpdatedtheCharactersectionwithlatestartsaswellasincludedadiagramtoexplainhowthefallingof
objectsshouldwork.Updatedthecontrolschemeofthegame.

Version2.5

July6,2009
Updatedinterfaceflowchart.

Version2.6

July7,2009
UpdatedGameOverviewandcoregamemechanicsaccordingtothenewheadbutt(kick)mechanism.
InformationoftheheadbuttisfoundintheCoreGameMechanics.Controlschemeupdated.Interface
flowchartupdated.Objectssectionupdatedwithlatestobjectsattributes.Differentgamestatesare
describedinthecoregamemechanics.

Version2.7

July8,2009
UpdatedCoreGameMechanicsonhowtocollectartpiecesandeditedtheDifficultymodeisedited.A
diagramofhowthecollectionofartpiecesanddescriptionisaddedtoo.Objectsectionupdatedwith
listofobjectsthattheplayerhastocollectthroughthe3stages.

Version2.8

July9,2009
Updatedinterfaceflowchartandmademinoramendmentstoattributes.UpdatedFailure
communicationsandtriggerandincludedthenewflowchartoffailuretriggerandcommunication.
Minoramendmentstotheobjectsattributesandscore.Updatedgamenameandgamelogoonfront
page.Addedthedialoguesforthefailurefeedback.

Version2.9

July10,2009
Includedtheexpandedversionoftheinterfaceflowchart,depictingtheflowofthemaingameitself
(e.g.thescreensafterplayercompletesthescreen).Changedstaminatohealthandeditedthe
mechanic.

Version3.0

July13,2009
Updatedthescoringmechanismandremovedeverythingregardingthefishandeditedthe
documentationaccordingly.Chainingandcombosofcollectingofartpiecesdocumented.Healthsection
isupdated.Attributesslightlychanged.Objectsspawning(levelprogression)included.Minorchangesto
failuretrigger.

Version3.1

July14,2009
Updatedinterfaceflowcharttoremovedifficulties.Removeddifficultyandaddedreplenishinghealth
undercoregamemechanics.Updatedextendedgameplayflowchart.Updatedcombo/chainingsystem
andincludedhighscoredescriptions.

Version3.2

July15,2009
EditedtheattributesbasedonactualgamesXMLfile.Updatedcharacterconceptartandfailure
feedbackchart.

Version3.3

July16,2009
Updatedcontrolschemeandreplacedcontrolschemeimage.Includedwin/losestatisticstodisplay
whentheplayercompletes/losesthegame.IncludedPierresattributesundertheCharactersection.
Updatedgamelogo.

Version3.4

July17,2009
Updatedcontrolschemeandreplacedcontrolschemeimage.

Version3.5

July20,2009
UpdatedtargetaudienceandlanguageofGameOverview.Newsection,Stageisincludedtoaddress
thedifferencebetweeninstageandtheattributechanges.RemovedtablesfromObjectsandputthem
undertheStagesection.Updatedcoregamemechanicstoaddressthestages.Changedtheingame
elementsdiagramtoascreenshotofthegameandupdatedlist.Removedoutdatedinformation.
Amendedsametypebonusissue.

Version3.6

July21,2009
UpdatedtheStageAttributetableandthewin/losescreenstatistics.

Version3.7

July22,2009
UpdatedstageattributestablewithlatestrevisionaccordingtoXML.Includedthestorycutsceneand
storysynopsisunderStoryandremovedplotpoints.Controlschemeupdated.Coregamemechanics
updatedwithnewremovalofartpiecesiftheplayergetsthewrongonefeatureaswellasupdated
thepropertiesofthespikyballandheadbutt.

Version3.8

July23,2009
Updatedstatisticstoshowwhentheplayerwinsthegame.StageAttributestableupdated.Included
sequentialfallingdangerousobjectsintocoregamemechanics.

Version3.9

July27,2009
PatternsincludedunderStagewithdescriptionstodescribepatternsandinwhichstagetheywillbe
spawned.Failurefeedbacktriggereditedtolatestonetomatchproductownersdescription.Added
informationaboutobjectstimersandchangedheadbuttingtoRoar.Updatedeverythingtodowith
stages/levelsto6.Includedgradingsystem.

Version4.0

July28,2009
AddedTemporaryInvincibilityintocoregamemechanicsandediteddamagefortheartpieces.Added
patternsattributesandupdatedthestageattributestable.

Version4.1

July29,2009
UpdatedInterfaceflowchart,highscoreandgradingsystemintocoregamemechanics.Addedsome
missingattributesinthestageattributestableandeditedsomevalues.Updatedscoringsystem.

Version4.2

July30,2009
Removedsomeoutdatedinformation(e.g.stagedescriptions)andaddedtextfortheendingscene.
Updatedgradingsystem.Changedfailurecommunicationdescription.

10

Version4.3

July31,2009
UpdatedGameOverviewtothefinaldesign.Minorupdatestothegradingsystem.Editedallthe
attributesinthestageattributestabletothelatestversion.

11

GAME OVERVIEW

Introduction

Inthis2Dgame,theplayercontrolsanartistcat,Pierre,whoisuninspiredonedayandgoesouttothe
worldtocollectinspirationforhisnextmagnumopus.Throughouthisjourney,hemeetswith
motivatingfeedbackandsometimesreallymeanones.Pierrehastocollectallhisinspirationunder
toughconditionsofnotjustverbalabusebutalsoobstaclesthatfallsinhispath.

ObjectiveoftheGame

Theobjectiveofthegameistocollecttheartpiecesinthecorrectsegmentoftheinnerwheeland
survivingthespikyballsthatcomesfallingontothecharacter.Towinthegame,theplayerhasto
completeall6stagesofthegame,fulfillingthenumberofartpiecesrequiredperstage.

Genre

ActionPuzzlegame

Features

2Dgame

Thirdpersonview

Singleplayer

Fixedcameraview

Rotatingcircularplatform

800x600screen

Dynamicmusicandfeedback

VisualFeedback

12

Platform

Thisgamewillbeawebbasedgameina.swfformat.Therefore,itcanbesupportedbymostoperating
systems(e.g.Windows,Mac).

IntendedAudience

Theintendedaudienceofthisgameisprimarilyforcasualornongamersofbothgendersfromtheage
rangeof12andabove.Thelanguageofthegamemightbeharshandinsultingandtherefore,the
audienceshouldbeslightlymorematured.

Language

ThegamewillonlybeinEnglish.Someaggressivelanguagemaybeused.

SoundConsideration

Thegameplayexperienceofthisgamedependsverymuchonthemusic.Inthisgame,wewillbe
includingsoundssuchasthemainmusicforthelevels,soundscaping,audiofeedbacks,cutscenesounds,
andinterfaceandingamesoundeffects.

13

STORY

Outline

ThestoryrevolvesaroundPierre,theartistcat,whooneday,ranoutofinspirationandgoesouttothe
worldtocollectinspirationforhisgrandmasterpiece.Throughouthisjourney,hemeetsobstaclesin
whichhemustavoid,aswellasthesometimesmenacingsometimesniceAndrwhocriticizeshim.

StorySynopsis

Pierreisacat.Pierreisanartist.

Onthevergeofcreatinghisgreatestmasterpiece,thismaniacalcatsuddenlyranoutofinspirationand
decidedtosetouttotheworldtorecoverhiscreativityjuicesbacktoforgehisnoblesculpture.Thepath
tocreatinghismagnumopusistreacherousthoughbutwillhesurvivethechallenge?Willhesurvivethe
obstaclesandthepeoplearoundtoseethelightofhisgrandmasterpiece?Whoknows?Theonlything
undeniableisthatPierreisonestrongheadedfeline.

14

Cutscenescreens

OpeningCutScenes



1. TheAtelierofMagnificencewheremasterpiecesarecreated

2. Pierre,thegreatartiste,unleasheshiscreativity!

3. Oneday,Pierresgeniusfleesaway.Canhecompletehismagnumopus?

4. YES!Outtotheworld,Pierreventurestobringbackhisinspiration

15

EndingScreens

1. Pierreaddedhisfinaltouchtotheartwork

2. Inawe,hewatcheshismasterpiecebloom

3. Andviola~Theworldsurrenderstohisgenius.

16

CORE GAME MECHANICS

Camera

Therewillbeastationarycamerawiththewholewheelaswellasthemaincharacterinsight,inathird
personperspective,duringgameplay.Thecameradoesnotmoveatallthroughoutthegame.

SinglePlayer

Inthisgame,theplayercontrolsthemaincharacteronlyasthisgameismeantforasingleplayerplaying
experience.

GeneralMovement

Theplayermaychoosetoeithermoveorjumpwithinthegame.Thewheelisalwaysspinningina
constantspeedintheanticlockwisedirectionandiftheplayerdoesnotmovethecharacter,the
characterwillremainonthewheelandrotatealongwiththerotationofthewheel.Tomove,theplayer
hastoeitherhittheorkey,whichmovesthecharacteranticlockwisealongwiththeflowofthe
wheelandagainsttheflowofthewheelintheclockwisedirectionrespectively.Tojump,theplayerhits
theD/ keytojumpupwards.Toroar,theplayerpressestheSor key.RefertotheControl
Summarybelowforamoredetailedlistingofthecontrolscheme.

17

ControlSummary

Keyboarddiagram:http://www.seoconsultants.com/windows/keyboard/
Mousediagram:http://www.germesonline.com/direct/dbimage/50305292/Computer_Mouse.jpg

LeftMouseclick Toselectoptionsonthemenu
& Moveleft(anticlockwise)andright(clockwise)respectively
/D Tojump
/S Toroar
Esc Pause/Resumegame
Q QuittoMainMenu(inpausescreen)
R RestartLevel(inpausescreen)

InitialSetUp

Thecharacterstartsatthetopofthewheelandthewheelstartstoturnclockwiseataconstantspeed.
Dependingonthedifficultylevelasseeninthetableintheprevioussection,thespeedofthewheel,the
amountofobjectsandfoodobjectsvaries.Dependingonthestage,theinnerwheelmightturnaswell.

CountdownbeforeStageStarts

Thegamewillcountdownbeforethegamestartstopreparetheplayer.

18

RotatingWheel

Throughouttheentirelevel,thewheelwillrotateintheclockwisedirectionataconstantspeedat30.In
stages2and3,theinnercirclewillrotateaswell.

MovingtheCharacterAnticlockwise(Left)

Inordertomovethecharacteranticlockwise,theplayermayeitherhitthekey,whichmovesthe
characteranticlockwiseinspeedx2duetotheflowoftherotationofthewheel.Otherwise,theplayer
maychoosenottohitanykeysandallowtherotationofthewheeltocarrythecharacterintheanti
clockwisedirection.

MovingtheCharacterClockwise(Right)

Iftheplayerwantstomovethecharacterclockwise,theplayerhastohitthekeytomovethe
characteragainsttheflowoftherotatingwheel.Duetotheoppositeforceoftherotation,thecharacter
movesatspeedx1.

Jumping

Theplayercanmakethecharacterjumpupwardstoavoiddangerousobjects.Theheightofthejump
shouldbehighenoughtododgeobjects.Tojump,theplayerhastohittheD/ key.Theplayermay
jumptowardstheanticlockwiseorclockwisedirection,dependingonwhethereitherorkeyisheld
downrespectively.

Health

Thecharacterhasahealthbarwhichdecreaseswhenhehitsthedangerousobjects.Whenthehealth
barreacheszero,thecharacterdiesandthegameends.Inthisgame,healthcannotbereplenished.The
followingtableshowshowmuchhealthisdeductedwhenthecharacterhitstherespectiveobjects:

ObjectsCollidedwith AmountofHealthLost
SpikyBall 15%
WrongArtPiece 5%

19

Low/CriticalHealth

Whenthecharactershealthreach25%andbelow,apulsingredborderappearsaroundthescreenand
thesoundofheartbeatsisplayed.Thissignalstotheplayerthatthecharacterisinlowhealth.When
thecharactershealthreach10%andbelow,thepulsingredborderspeedsupinpulsingandtheheart
beatgoesfaster,tosignifytotheplayerthatthehealthhasreachedacriticalstage.

Thecharacterdieswhenitshealthreaches0%anddependingonwhichfailuremodetheplayerisin,a
respectiveanimationwillbedisplayed.

TemporaryInvincibility

Whenthecharactergetshitbyadangerousobjectorwrongartpiece,thecharacterwillbeinvulnerable
for1second.Duringthisonesecond,noharmfulobjectscandamagethecharacterbutthecharacter
maystillcollectcorrectartpiecesandisabletoroar.

FallingObjectsandtypes

Thereare3kindsofobjectsthatwillfallwithinthegame.Theyarenamelythe:

1. Artpieces
Collectinordertoaccomplishthestage

2. SpikyBall(Blue)
Fixedobjectsthatlowersthehealthofthecharacter

3. SpikyBall(Red/Sequentialfallingobject)
Fallsattimedintervalsinafixedpattern

BeingHitbySpikyBalls

Ifthecharacterishitbythespikyball,theplayerwilllose15%ofitshealth.Itwillalsoremovealltheart
piecesfromthescreen,whetherfallingorthosealreadyonthewheel.

RoarObjects

Thecharacterhastheabilitytoroarobjectstohitartpiecestothesegmentthattheplayerwantsitto
beat.Toroar,theplayerhastohittheS/ keynearanyobject.Thespikyballcannotberoared.

20

ObjectsFrictionandDistanceMoved

Differentobjectshavedifferentfrictionwhichinturnresultsinvaryingdistanceinwhichtheobjectscan
travelwhenbeingroared.RefertotheStagesectionfordetailedattributes.

CollectionofArtPieces

Thefollowingdiagramshowshowthewheelwilllooklikeanddepicthowcollectionofartobjectswork.

Tocollectanartobject,theplayerhastomakesurethattheartpiecesareaboveitsrespectivesegment
ofthewheel.Tocollect,theplayermovesthecharacterovertotheartpiecesandcollidestocollect.
Eachartpiecewillhaveacertainnumberthattheplayerneedstocollect(e.g.3stars,3circles,3
squares).

Intheabovediagram,thestarlabeled1iscorrectlyplacedabovethecorrectsegmentandgettingit
meansthatthestariscollectedsuccessfully.

However,thestarlabeled2isincorrectbecauseitsinthesquaressegmentandtherefore,the
collectionisinvalid.

21

CollectingWrongArtPieces

Iftheplayercollectsawrongartpieceinthewrongsegment,10%ofthecharactershealthislost.

InStage3,iftheplayercollectsawrongartpiece,thetypeofthatartpiecedisappearsfromthegauge.
Forinstance,iftheplayercollectsanappleoverawrongsegment,allthecollectedapplesareremoved
fromthegaugeandtheplayerhastostartover.

ComboandChainingSystemofCollectingArtPieces

Thefollowingtableshowshowthecomboforcollectionofconsecutivecorrectartpieceswork(doesnot
havetobeofthesametype):

Method Score
Whentheplayercollectsitem(1) 300
nd
Whenplayercollects2 item(1) 300x2=600,totalscorenow=900
Whenplayercollects3rditem(1) 300x3=900,totalscorenow=1800

Therefore,fromtheabovedemonstration,weseethatforeverysuccessfulcombothattheplayer
performs,theamountofscoretheplayerisawardedis:

ScoreforCombo=ScoreofObjectxn,wherenistheno.ofcombosaccumulated

Iftheplayercollectsawrongartpieceinthewrongsegment,thecomboisbroken.

Theplayersmaychaincollectionoftheartpiecestogainmorescore.Todoso,theplayerhastocollect
3ofthesametypeofartpiecesconsecutively(e.g.apple,appleandapple).Thismaybeachievedwhile
theplayeriscollectingcombos.

Method Score
CollectingCorrectArtPiece(Ground) 300
CollectingCorrectArtPiece(Air) 400

22

Thefollowingtabledemonstrateshowscoringworkswhentheplayercollectsconsecutivecorrectart
piecesofthesametype.

Method ScoringSystem
Sametypechain {(300+600+900)[combos]}x2=3600
(e.g.stage1) Whentheplayercompletesthechain,theyareawardedx2ofthescore.

Usingthedemonstrationabove,thefollowingformulashowshowthechainisbeingcalculated:

ScoreforChain=[ScoreofCombo]x2,wherenrepresentstheno.ofchains

SolongastheplayercompletestheSametypechainbycompletingtheartpiececonsecutively,the
playerwillbeawardedwiththescore.

i.e.ScoreforChaininStage3=(ScoreofComboforthe5objects)x2

RateandPositionofFallingDangerousObjects

Whenevertheplayermoves,dangerousobjectswillfallfromabovetheplayersothatitensuresthatthe
playerisnotstayingatasinglespot.Anangleprojectedfromthemiddleofthewheeldepictsthe
primaryareainwhichtheobjectswillbefallingfrom.Thefollowingvaluesaretheattributesofwhere
theobjectswillbefallingfromandthediagramdemonstrateshowitshouldbeexecuted:

AngleofPrimaryInfluenceof Dangerous=120
FallingObjects Art=180
Skew 0

23

FallingofObjectsontotheWheel

Whenanobjecthitsthesurfaceofthewheel,theystaythereforaperiodoftimebeforeitdisappears.
Theobjectwill,likethecharacter,rotatealongwiththerotationofthewheel.Itisnotpossiblefor
objectstostackontoofeachanother.Themaximumnumberofobjectsonscreendependsonthestage
theplayerisplaying.Allobjectsshouldbeuprightwhenitlandstopreventcomplicationswhenitcomes
tocollisiondetection.

DisappearingofObjectsfromtheWheel

Eachdifferentkindofobjectwilldisappearoffthesurfaceofthewheelatdifferenttimings,beitart
piecesordangerousobjects.RefertotheStagesectionofthedocumentationfortheexactattributes
anddisappearancetimingforthedifferentobjects.

TimerofObjects(TimetoLive)&RoaringFactor

Eachobjecthasaspecifictimespanthatitwillstayonthescreen.Thetimingvariesfromlevelsto
levels.Whenthecharacterroarsattheobjects,theobjectsaremovedbutdependingonwhatkindof
objectsisbeingroaredat,thetimeroftheobjectsisaffected.

TypeofObjects Effect(s)
Dangerous(Spikyballs) Timerremains,thetimingfor
thedangerousobjectsarenot
reset.
ArtPieces Thetimeroftheartpieceis
restartedtotheoriginaltiming
oftheartpiece.

DodgingDangerousObjects

Inordertododgedangerousobjects,thecharacterhastomoveoutofthepathinwhichtheobjectwill
landingonthewheel.Thiscanbeachievedbyeitherallowingthewheeltocarrythecharacteroutofthe
pathofthefallingobjectorbyhittingeithertheA/keyorD/keytomovethecharacteroutofthe
wayorjumpaway.

24

PatternFallingObjects

Duringtimedinterval,redspikyballs,alsoknownasthepatternfallingobjects,willfall.Theseredspiky
ballsfallanddisappearsstraightawayandtherefore,cannotberoared.Dependingonthestage,the
amountofthisobjectandthepatterninwhichitsspawneddiffers.RefertotheStagesectionfor
moreinformation.

NonGravityObjects

Duringtimedintervals,yellowspikyballs,alsoknownasthenongravityobjects,willflytangenttothe
surfaceofthewheel.TheyoccurfromWoods2onwards.RefertotheStagesectionformore
information.

StageProgression

Thereareatotal6stagesinthegame.Whentheplayercompletesastagebycollectingalltherequired
artpieces,theplayerwillbeshowedavictoryscreenandfromwhich,theplayermaychooseto
continuethegameorgobacktothemainmenu.Iftheplayercontinuesontothenextstage,the
playersscoresarebroughtover.Whentheplayermovestothenextstage,theyareshowedtheworld
mapwiththegradesofthecompletedstages.

RefertoStagesectionforthedifferencesineachofthelevel.

ProgressionofNumberofArtPiecestoCollect

Ineachstage,theplayerwillhavetocollect3differentkindsofartpieces.Dependingonthestage,the
numberofartpiecesperartpiecethatneedstobecollectedchanges.Thefollowingtableshowsthe
incrementofthenumberofartpiecesperartpiecethattheplayerhastocollectduringthestages.

Level Stage No.ofArtPiecestoCollect


1 Woods1 2
2 Woods2 3
3 Mountains1 4
4 Mountains2 5
5 City1 6
6 City2 7

25

ScoringSystem

Ascoresystemwillbeimplementedwithinthegameandthetableshowsthewaysinwhichtheplayer
maygainscore.

MethodofGainingScore ScoreAwarded
CollectingArtPiece(Ground) 30
CollectingArtPiece(Air) 40

GradingSystem

Thefollowingtableshowstheamountofgradingpointstheplayerwillearnunderdifferent
circumstances.Thesegradingpointswillbetabulatedintoanalphabeticalgradingsystemwhichwill
ultimatelybedisplayedfortheplayer.Thegradingpointsarenotmadeavailabletotheplayers.

Time No.oftimesplayergets RemainingArtPieces GradingPoints


(x=playerstime) damaged
0:30x 0 100%complete 5
1:00x 12 80%complete 4
1:30x 34 60%complete 3
2:00x 56 40%complete 2
2:30x 78 20%complete 1
2:30x 9andabove 0%complete 0

Thefollowingtableshowsthegradesthattheplayerwillgetiftheywin,regardlessofwhatmodethey
get:

GradingPoints Grade
13andabove A
1012 B
79 C
56 D
4andbelow F

ThegradingsystemisslightlydifferentiftheplayerlosesintheMean/Nicemodes.

26

Mode SpecialEffects Example


Mean Minus4overallgradingpoints Iftheplayerlosesinmeanmodeandgetsa
gradingpointof9,usingthetableabove,the
ultimategradingpointthattheplayergetsis:
94=5=GradeF
Nice Plus3overallgradingpoints Iftheplayerlosesinnicemodeandgetsagrading
pointof9,usingthetableabove,theultimate
gradingpointthattheplayergetsis:
9+3=12=GradeS

FailureStatesTrigger

Throughoutthegame,thefailurestates(beitNiceorMean)changesaccordingtowhetherthe
playercompletesatask.ThegamestartsoutasaNicemodeanddependingontheactionstakenby
theplayer,thestateschangeaccordingly.Thefollowingchartshowstheflowofthechangeofthe
failurestatesaswellastriggerforthecommunication.

Description:

ThegamestartsoutintheMeanmode

Iftheplayermanagestocompleteasegmentoftheartpieces,thegameswitchestoNice.

After10secondsinthenicemode,thegameswitchesbacktoMean.

27

Forevery2dangerous/1wrongartpiecethatthecharacterhits,thefeedback,dependingonthemode,
iscommunicatedtotheplayer

FailureCommunicationTriggers

Whentheplayerdoessomethingwrong,thegamewillcommunicatefailuretotheplayerbyhavinga
sidecharacterpopoutfromeitheroneofthetoptwocornersofthegamescreen.Thesidecharacter
willdisplayvisualandaudiofeedbackstotheplayerintermsoffailure,eitherpositiveornegativeones
dependingonthefailurestate(seeabovesection).Thetermfailuredoesnotmeanimmediate
terminationofthegamebutrather,awayoftellingtheplayerhowwell/poorlytheyhavebeen
performingthroughoutthegameonaregularbasis.

Thefollowinglistshowsthetriggerstothefailurecommunications.Thefailurecommunicationtrigger
happensforbothwhenthegameisintheNicestateorMeanstate.(Seechartinabovesection)

Iftheplayerhits2dangerousobjects/1artpieces,dependingonthemodeofthegame,a
feedbackisgiven.Thisdoesnothavetobeconsecutive.

Win/LoseScreenStatistics

Whentheplayerwins/losesastage,theywillbebroughttoaWin/Losescreen.Iftheplayerwinsinany
mode,theywillbebroughttothesamewinningscreen.Iftheplayerloses,dependingonthemode,the
playerwillbebroughttotherespectivelosingscreens.

ThefollowingisalistofstatisticstobedisplayedonthescreenintheWin/Losescreen.Dependingon
whichmodetheplayerisin,thestatisticsshownisdifferent.

Nice Mean
Score Score
LargestCombo Wrongitemscollected
accumulated Numberoftimes
Totalplaytime charactergetshitby
dangerousobjects
Totalplaytime

Win
Score
LargestComboaccumulated
Numberoftimescharactergetshitbydangerousobjects
TotalPlaytime

28

InterfaceFlowchart

29

30

InGameElements

Theabovescreenshotshowstheelementsthattheinterfaceessentiallyhas.

GameScreen
Whereallthegameplaytakesplacein

Character
Theplayersavatar

Wheel
Theplatformofthegame

Exteriorwheel
Rotatesallthetime;platformplayerrunson

Innerwheel
Holdsthesilhouetteoftheitemsthatthecharacterhastocollect;rotatesinstages2and3

Silhouetteofartpieces
Showstheplayerwhatitemsaretobecollected;howmanyitemslefttocollect

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Fallingartpieces
Tocollectinthecorrectsector

Fallingspikyballs
Toavoid

Glowingartpiece
Indicatesthatthepieceisinthecorrectsectorandcanbeobtained

FailurefeedbackNPC
Givesfeedbacktotheplayer

Subtitle
EnforceswhattheNPCsaid

Healthbar
Depictshowmuchhealththecharacterisleft

Score
Showsthescoreoftheplayer

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CHARACTERS

PierretheCat

BackgroundStory

PierretheCathasalwayswantedtostrikebigwithhistalentsofasculptor.Heenjoyssculptingsomuch
thatthereisnothingthatwillstophimfromdoingwhatheismostpassionateabout.However,even
thoughheissopassionate,somehow,someofhisartworksdonotfeelright.Hegetsfrustratedandina
suddenoutburstofmadness,hedecidedtotraveltheworldtogettheessentialpiecestohisgreatest
masterpiece.

Role

TheplayerplaysasPierretheCatthroughoutthegameasthemainprotagonist.

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Audr

Description

HeisthefirstoutsidepersonthatPierrewillmeetduringthefirststagewhowillgivefeedbacktothe
player/characteronfailure.HeisportrayedasaFrenchinspiredguywithamoustache.Rangingaround
his30s,Audrisanartistaswellandhasatemperattimes.

Role

FailurefeedbackNPCofStage1

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AudrNicemode

AudrMeanmode

OBJECTS

Aspreviouslymentionedintheprevioussectionofthedocumentation,thereare3kindsofitems,
namelythe:

1. Artpieces
Collecttocompletethestage

2. Hostile/Dangerousobject
Fixedobjectsthatlowersthehealthofthecharacter

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3. Sequentialfallingobject
Fallssequentiallyintimedintervals

ArtPieces

Artpiecesarewhattheplayerscollectinordertoproceedontothenextstages.Tocollect,theplayer
hastocollecttheartpieceatthecorrectsegment.

Woods1 1. EasterIslandStonehead
Woods2 2. Exoticleaf
3. Nut/fruit

Mountains1 1. Fossil
Mountains2 2. TribalPot
3. BlueFlower

City1 1. Mask
City2 2. Hat
3. Eiffeltower

RefertotheStagesection,underStageAttributetableforthedetailedattributesoftheseitems
basedonthestage.

Hostile/DangerousObjects(SpikyBall)

Dangerousobjects(thespikyball,fornow)areobjectsthatdecreasethehealthofthecharacter.Ifthe
charactercollideswiththedangerousobjectthatisfalling,thecharactershealthdecreases.Whenthe
objectlandsonthegroundandifthecharactertouchesit,thehealthbardecreasesaswell.Itwillalso
removealltheartpiecesoffthescreen.RefertotheStagesectionundertheStageAttributestable
fordetailedattributesofthespikyball.

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STAGE

Overview

TheStagesectionoftheGDDwilladdresstheattributesandthedifferencesofthe6differentstages
thatwillbeimplemented.The2DworldofPierresignifiesthejourneyofhimgoingaroundtheworld
collectingartpiecesforhismasterpiece.

SequentialFallingObjectsPatterns

Thefollowingtableshowsthedifferentpatternsthatwillbeusedthroughoutthegameandthe
descriptionofeachofthepatterns.

Pattern Description

Spikyballswillbespawnedtothe
tangentofthewheeltomakeplayers
jumpoverit.

Thetopandbottomwillspawn
togetherfirst,followedbytheleftand
right.


PatternA

Spikyballswillspawnrapidlyataspot
tocreateawallofspikyballstolimit
accesstoacertainareaforaperiodof
time.


PatternB

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Spikyballswillfalloneafteranother
sequentiallyinanarctochasethe
playeraway.Thispatternwillaffect
halfofthewheel.


PatternC

Spikyballswilldropinarainlike
pattern.Inthediagram,theblackballs
fallfirst,followedbythewhiteones
whichwillfallinbetweenthegapsof
theblackones.


PatternD

SpikyballswillfalllikeinPatternC,just
thatinthiscase,itcoverstheentire
wheel.


PatternE

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PatternsinStages

Asidefromrandomfallingspikyballs,eachstagehasapredefinedpatternassignedtoit.Thefollowing
tablewillshowthepatternsthatwillspawninthe6differentstages.

Stage Pattern(s)
Woods1 Nopatterns

Woods2 PatternA

Mountains1 PatternA
PatternB

Mountains2 PatternA
PatternB
PatternC

City1 PatternA
PatternB
PatternC
PatternD

City2 PatternA
PatternB
PatternD
PatternE

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StageAttributesTable

Thistablewillsummarizeindetailthestatsusedineachofthethreelevels.

GlobalOptions

Attribute Value Description


GameMode Normal(default) Defineswhetherthegameismean/nice
WORLD
WorldSpeed 30.0 Thespeedoftheouterwheel
WorldDirection 1 1=Clockwise/1=Anticlockwise
CHARACTER
JumpHeight 170.0 TheheightPierrecanjump
JumpDuration 330.0 Thelowerthevalue,thefasterthefall

MoveClockwise 2.5 Pierresclockwisemovementspeed


MoveAntiClockwise 1.25 Pierresanticlockwisemovementspeed
RoarSpeed 90.0 Degreeshitpersecond
HealthatStart 100.0 Healthatthestart
LowHealth 25.0 Triggerslowhealthpulsingscreen
CriticalHealth 10.0 Triggerscriticalhealthpulsingscreen
FAILUREFEEDBACK
DamageCount 3 No.ofdamagereceivedtochangemode
TimetoMean 10.0 No.ofsecondstotriggerMeanmode
FeedbackTrigger 2 No.ofhitsreceivedtotriggerfeedback

Stage

Attributes Stage1 Stage2 Stage3 Stage4 Stage5 Stage6


DANGEROUSOBJECT
ProbabilityofDrop 32.0 42.0 50.0 55.0 60.0 60.0
FallingSpeed 35.0 35.0 90.0 110.0 110.0 115.0
AngleRange 120.0 120.0 120.0 120.0 120.0 120.0
Frequencywithinangle 0.0 60.0 65.0 65.0 70.0 70.0
Disappearancetime 10.0 10.0 12.0 14.0 12.0 13.0
KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0
KickFriction 40.0 40.0 40.0 40.0 40.0 40.0
Damage 15.0 15.0 15.0 15.0 15.0 15.0
MaximumonScreen 10 10 15 15 15 18
ARTPIECES
ProbabilityofDrop/piece 22.6 19.3 16.6 15.0 13.3 13.3
FallingSpeed 15.0 15.0 75.0 85.0 100.0 110.0
AngleRange 180.0 180.0 120.0 120.0 240.0 240.0
Frequencywithinangle 10.0 10.0 0.0 0.0 0.0 0.0

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Interval(failsafedrop) 50.0 50.0 10.0 10.0 20.0 20.0


Disappearancetime 20.0 16.0 10.0 10.0 8.0 8.0
No.tocollecttopassstage 2 3 4 5 6 7
KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0
KickFriction 60.0 60.0 60.0 60.0 60.0 60.0
Damage 5.0 5.0 5.0 5.0 5.0 5.0
MaximumonScreen 30 30 30 30 18 18
STAGESATTRIBUTES
Objectsgenerationtime 2.0 2.0 1.5 1.5 1.2 1.0
CounterPlayersStrategy N.A. 10 10 8 8 8
No.offallingobjecttocounter N.A. 3 4 4 5 5
PATTERNATTRIBUTES
SequentialFalling No No No Yes Yes Yes
Damage N.A. N.A. N.A. 10.0 10.0 10.0
FallingInterval N.A. N.A. N.A. 25.0 23.0 20.0
MaximumSequenceFalling N.A. N.A. N.A. 8 8 20
NonGravityFalling No Yes Yes Yes Yes Yes
NonGravitySpeed N.A. 200.0 200.0 250.0 250.0 250.0
NonGravityDamage N.A. 3.0 3.0 3.0 3.0 3.0
NonGravityInterval N.A. 15.0 15.0 15.0 12.0 10.0
RainFalling No No 100.0 100.0 100.0 100.0
RainFallingInterval N.A. N.A. 20.0 20.0 20.0 20.0
RainFallingRepeatTime N.A. N.A. 15 15 20 20
RainFallingInTypeInterval N.A. N.A 0.3 0.3 0.22 0.22
RainingFallingPatternD No No No No Yes Yes
PatternDRepeatTime N.A. N.A. N.A. N.A. 3 3
PatternDInTypeInterval N.A. N.A. N.A. N.A. 2.0 2.0
STAGEGAMEPLAY
RotationofInnerWheel No No Yes Yes Yes Yes
SpeedofInnerWheel N.A. N.A. 3.0 3.0 3.0 3.0
RemovingCollectedArtPieces No No No No Yes Yes

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