Escolar Documentos
Profissional Documentos
Cultura Documentos
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
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.
25
ScoringSystem
Ascoresystemwillbeimplementedwithinthegameandthetableshowsthewaysinwhichtheplayer
maygainscore.
MethodofGainingScore ScoreAwarded
CollectingArtPiece(Ground) 30
CollectingArtPiece(Air) 40
GradingSystem
Thefollowingtableshowstheamountofgradingpointstheplayerwillearnunderdifferent
circumstances.Thesegradingpointswillbetabulatedintoanalphabeticalgradingsystemwhichwill
ultimatelybedisplayedfortheplayer.Thegradingpointsarenotmadeavailabletotheplayers.
Thefollowingtableshowsthegradesthattheplayerwillgetiftheywin,regardlessofwhatmodethey
get:
GradingPoints Grade
13andabove A
1012 B
79 C
56 D
4andbelow F
ThegradingsystemisslightlydifferentiftheplayerlosesintheMean/Nicemodes.
26
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
32
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
Stage
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