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Kevin Giang GAT 211-B Project B – Maps Table of Contents Map #1 – 1D Map, Eyeball Rescue.....................................6 Scenario..........................................................7 Mechanics.........................................................7 Player..........................................................7 Movement......................................................7 Why.........................................................7 MDA Effects.................................................7 Eye Irritation (Player Regenerative HP).......................7 Why.........................................................7 MDA Effects.................................................7 Enemies.........................................................8 Walkers.......................................................8 Why.........................................................8 MDA Effects.................................................8 Pepper Sprayers...............................................8 Why.........................................................8 MDA Effects.................................................8 Pickup..........................................................9 Why...........................................................9 MDA Effects...................................................9 Intensity Curve Modifiers.......................................9 Sample Intensity Curve.......................................10 Map #2 – 1D Map, NarcoPup..........................................11 Scenario.........................................................11 Mechanics........................................................12 Player.........................................................12 Movement.....................................................12 Kick Attack..................................................12 Stress Level (HP)............................................12 Sleep Attacks................................................12 Why..........................................................12 MDA Effects..................................................12 Enemies........................................................13 Rats.........................................................13 Why........................................................13 MDA Effects................................................13 Archer Fish..................................................13 Copyright © 2013 DigiPen (USA) Corporation. All rights reserved. 1

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Page 1: €¦  · Web viewThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have

Kevin GiangGAT 211-B

Project B – Maps

Table of ContentsMap #1 – 1D Map, Eyeball Rescue...........................................................................................................6

Scenario.................................................................................................................................................7Mechanics..............................................................................................................................................7

Player................................................................................................................................................7Movement....................................................................................................................................7

Why.........................................................................................................................................7MDA Effects...........................................................................................................................7

Eye Irritation (Player Regenerative HP)......................................................................................7Why.........................................................................................................................................7MDA Effects...........................................................................................................................7

Enemies.............................................................................................................................................8Walkers.........................................................................................................................................8

Why.........................................................................................................................................8MDA Effects...........................................................................................................................8

Pepper Sprayers...........................................................................................................................8Why.........................................................................................................................................8MDA Effects...........................................................................................................................8

Pickup...............................................................................................................................................9Why..............................................................................................................................................9MDA Effects................................................................................................................................9

Intensity Curve Modifiers.................................................................................................................9Sample Intensity Curve..............................................................................................................10

Map #2 – 1D Map, NarcoPup..................................................................................................................11Scenario...............................................................................................................................................11Mechanics............................................................................................................................................12

Player..............................................................................................................................................12Movement..................................................................................................................................12Kick Attack................................................................................................................................12Stress Level (HP).......................................................................................................................12Sleep Attacks..............................................................................................................................12Why............................................................................................................................................12MDA Effects..............................................................................................................................12

Enemies...........................................................................................................................................13Rats............................................................................................................................................13

Why.......................................................................................................................................13MDA Effects.........................................................................................................................13

Archer Fish.................................................................................................................................13Why.......................................................................................................................................13MDA Effects.........................................................................................................................13

Pickup.............................................................................................................................................13Why............................................................................................................................................13MDA Effects..............................................................................................................................14

Intensity Curve Modifiers...................................................................................................................14Sample Curve..................................................................................................................................15

Map #3 – 2D Grid Map, Zombie Theater................................................................................................16

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Kevin GiangGAT 211-B

Project B – MapsScenario...............................................................................................................................................17Mechanics............................................................................................................................................17

Controls..........................................................................................................................................17Managing Zombies....................................................................................................................17

Zombie Actors.......................................................................................................................17Zombie Guards......................................................................................................................17

Why............................................................................................................................................17MDA Effects..............................................................................................................................17

Enemy.............................................................................................................................................18Zombie Hunter...........................................................................................................................18

Why.......................................................................................................................................18MDA Effects.........................................................................................................................18

Pickup.............................................................................................................................................18Flesh...........................................................................................................................................18

Why.......................................................................................................................................18MDA Effect...........................................................................................................................18

Intensity Curve Modifiers...................................................................................................................19Sample Curve..................................................................................................................................20

Map #4 – 2D Grid Map, TomatoADD.....................................................................................................21Scenario...............................................................................................................................................22Mechanics............................................................................................................................................22

Player..............................................................................................................................................22Movement..................................................................................................................................22Pick up block..............................................................................................................................22Place block.................................................................................................................................22Skip Turn....................................................................................................................................22Chocolate Meter.........................................................................................................................22Blocks........................................................................................................................................22Why............................................................................................................................................23MDA Effects..............................................................................................................................23

Enemies...........................................................................................................................................23Patrolling Midget.......................................................................................................................23Midget Hunter............................................................................................................................23Why............................................................................................................................................23MDA Effects..............................................................................................................................23

Pickup.............................................................................................................................................24Chocolate...................................................................................................................................24Why............................................................................................................................................24MDA Effects..............................................................................................................................24

Intensity Curve Modifiers...................................................................................................................24Sample Curve..................................................................................................................................25

Map #5 – Region Map, OCD Woodpecker..............................................................................................26Scenario...............................................................................................................................................27Mechanics............................................................................................................................................27

Player..............................................................................................................................................27Movement..................................................................................................................................27Construction...............................................................................................................................27

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Kevin GiangGAT 211-B

Project B – MapsWrench Throw...........................................................................................................................27Why............................................................................................................................................27MDA Effects..............................................................................................................................28

Enemy.............................................................................................................................................28Woodpecker...............................................................................................................................28Why............................................................................................................................................28MDA Effects..............................................................................................................................28

Equipment.......................................................................................................................................29Wooden Post..............................................................................................................................29Why............................................................................................................................................29MDA Effects..............................................................................................................................29

Intensity Curve Modifiers...................................................................................................................29Sample Curve..................................................................................................................................30

Map #6 – Region Map, GERRRRRRMS!...............................................................................................31Scenario...............................................................................................................................................32Mechanics............................................................................................................................................32

Player..............................................................................................................................................32Movement..................................................................................................................................32Collecting Germs.......................................................................................................................32Fighting Germs..........................................................................................................................32Getting the Human Sick.............................................................................................................32Why............................................................................................................................................32MDA Effects..............................................................................................................................33

Enemy.............................................................................................................................................33Germs.........................................................................................................................................33

Why.......................................................................................................................................33MDA Effects.........................................................................................................................33

Medication.................................................................................................................................33Why.......................................................................................................................................33MDA Effects.........................................................................................................................33

Pickup.............................................................................................................................................34Germ Rally Powerup..................................................................................................................34Why............................................................................................................................................34MDA Effects..............................................................................................................................34

Intensity Curve Modifiers...................................................................................................................35Sample Curve..................................................................................................................................36

Map #7 – Free Map, Anxiety Crocodile..................................................................................................37Scenario...............................................................................................................................................38Mechanics............................................................................................................................................38

Player..............................................................................................................................................38Movement..................................................................................................................................38Attacking....................................................................................................................................38Why............................................................................................................................................38MDA Effects..............................................................................................................................38

Environment...................................................................................................................................39Why............................................................................................................................................39MDA Effects..............................................................................................................................39

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Kevin GiangGAT 211-B

Project B – MapsEnemy.............................................................................................................................................39

Hunters.......................................................................................................................................39Why............................................................................................................................................39MDA Effects..............................................................................................................................39

Pickup.............................................................................................................................................39Bear Traps..................................................................................................................................39

Why.......................................................................................................................................40MDA Effects.........................................................................................................................40

Clown Suit.................................................................................................................................40Why.......................................................................................................................................40MDA Effects.........................................................................................................................40

Intensity Curve Modifiers...................................................................................................................41Sample Curve..................................................................................................................................42

Map #8 – Free Map, Civilization: The Refrigerator and the Giant..........................................................43Scenario...............................................................................................................................................44Mechanics............................................................................................................................................44

Controls..........................................................................................................................................44Why............................................................................................................................................44MDA Effects..............................................................................................................................44

Humans...........................................................................................................................................45Why............................................................................................................................................45MDA Effects..............................................................................................................................45

Enemy.............................................................................................................................................45The Giant...................................................................................................................................45

Why.......................................................................................................................................45MDA Effects.........................................................................................................................45

Equipment.......................................................................................................................................46Food-a-pult.................................................................................................................................46

Why.......................................................................................................................................46MDA Effects.........................................................................................................................46

Pickup..................................................................................................................................................46Rot-a-Food......................................................................................................................................46

Why............................................................................................................................................46MDA Effect................................................................................................................................46

Intensity Curve Modifiers...................................................................................................................47Sample Curve..................................................................................................................................48

Map #9 – 1D Map, Assault the Keep.......................................................................................................49Scenario...............................................................................................................................................50Mechanics............................................................................................................................................50

Player..............................................................................................................................................50Movement..................................................................................................................................50Attacking....................................................................................................................................50Why............................................................................................................................................50MDA Effects..............................................................................................................................50

Enemies...........................................................................................................................................50Guards........................................................................................................................................50Dragons......................................................................................................................................51

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Kevin GiangGAT 211-B

Project B – MapsTurrets........................................................................................................................................51

Why................................................................................................................................................51MDA Effects...................................................................................................................................51Pickups............................................................................................................................................51

Weapon Crates...........................................................................................................................51Why............................................................................................................................................51MDA Effects..............................................................................................................................51

Intensity Curve....................................................................................................................................52Sample Curve..................................................................................................................................53

Map #10 – 2D Grid Map, Enter the Matrix.............................................................................................54Scenario...............................................................................................................................................55Mechanics............................................................................................................................................55

Player..............................................................................................................................................55Movement..................................................................................................................................55Why............................................................................................................................................55MDA Effects..............................................................................................................................55

Enemies...........................................................................................................................................55Strafers.......................................................................................................................................55Why............................................................................................................................................55MDA Effects..............................................................................................................................55

Pickup.............................................................................................................................................56Stun Gun....................................................................................................................................56Why............................................................................................................................................56MDA Effects..............................................................................................................................56

Intensity Curve....................................................................................................................................56Sample Curve..................................................................................................................................57

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Project B – MapsMap #1 – 1D Map, Eyeball Rescue

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Kevin GiangGAT 211-B

Project B – Maps

ScenarioThe player is playing as an eyeball that is trying to rescue his eyeball girlfriend at the top floor of an elevator. The player must avoid getting pepper sprayed by humans who are freaked out if they appear on the floor that the elevator stops at. The player must also avoid getting thrown out of the elevator on each floor that the elevator stops at. This can occur from getting kicked by humans who are walking out of the elevator.

Mechanics

Player

MovementThe player can move along the floor of the elevator with WASD, arrow keys, or a joystick. If the player exits on to a floor that is not the floor his eyeball girlfriend is on, the player will lose. The player has no other actions.

WhyTo fit in with the theme of the game. Eyeballs are... balls. Balls can roll.

MDA EffectsThe simple controls can present an aesthetic of Challenge. By giving the player limited controls, they are forced to master those controls to beat the game.

Eye Irritation (Player Regenerative HP)Eye Irritation is represented as a gauge somewhere on the player HUD. If this gauge is filled, then the player loses. Eye Irritation reduces over time.

WhyThe eyeball cannot be invulnerable and there must be a challenge to reaching the top floor for the player.

MDA EffectsThis will create a dynamic in the system where the player would want to generally stay away from Pepper Sprayers to avoid losing. This may force the player to move in a direction that will lead them into Walkers, but it will definitely be safer than staying near a Pepper Sprayer.

EnemiesEnemy 'waves' for each floor are preset by the designer. This will help create a well-balanced intensity curve for the game overall instead of randomizing spawns and risking low intensity curves.

WalkersWalkers are the normal enemy type that bustle in and out of the elevator that the player must dodge. If

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Project B – Mapsthe player collides with a walker, they are applied a strong force away from the walker.

WhyThey are moving obstacles for the player to avoid and to increase the intensity curve.

MDA EffectsThis builds on top of the dynamics and aesthetics of the game by forcing the player to maneuver around the map using their mastery of the controls.

Pepper SprayersPepper Sprayers have a damage over time attack similar to a flamethrower. The longer their spray stays on the player, the more damage the player will take.

WhyTo add more to the Challenge aesthetic thematically.

MDA EffectsIncreases the challenge aesthetic further to force the player to master their controls even more and to master reading the enemy types.

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Kevin GiangGAT 211-B

Project B – Maps

PickupThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have the Monocle active. The Monocle will turn off after about 10 seconds. If the player already has a Monocle and tries to pick another one up, it will reset the duration of the Monocle to 10 seconds.

WhyTo add to the theme of the game and for comedy. To give the player some breathing room if in a tight situation with lots of pepper sprayers.

MDA EffectsThe monocle will create a dynamic where the player may decide to hold off on picking up a Monocle until they really need it when surrounded by Pepper Sprayers. They may also hold off on resetting their Monocle too early from picking another one up too fast.

Intensity Curve Modifiers+Intensity -IntensityEntering a new floor and the door opens. Moving between floors.

Monocle appears on the floor. Player gets kicked out of the elevator and loses.

Dodging Walkers and Pepper Sprayers. Player reaches the end and rescues the eyeball girlfriend.

Being on the floor before the final floor for the end game.

Having the Monocle active. (Makes pepper sprayers not-a-threat while active).

Getting kicked around by Walkers. Waiting for the game to reset.

Watching Eye Irritation recover. Reaching the eyeball girlfriend.

Getting Pepper Sprayed. Losing control and getting kicked all over the place by filthy humans.

Getting kicked around. Getting trapped by Pepper Sprays and Walkers and eventually losing.

Seeing another Monocle on the floor while having a Monocle active.

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Kevin GiangGAT 211-B

Project B – MapsSample Intensity Curve

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Project B – Maps

Map #2 – 1D Map, NarcoPup

ScenarioThe player is a narcoleptic puppy in the sewers and is trying to get out. The player will periodically fall asleep during their journey to escape the sewers. They will encounter rabid rats and archer fishes that will attack the player on sight, so the player must make sure they do not fall asleep near a rat or archer fish spawn location. The player must also jump over gaps so that they do not fall into the filthy liquid. They will also need to time their sleep attacks before attempting to clear a gap or use puppy treat power-ups to temporarily disable a sleep attack.

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Project B – Maps

Mechanics

Player

MovementThe player can move left or right and jump using the keyboard or gamepad.

Kick AttackThe player has one attack that they can use to kick rats into the sewer waters. Players can still kick when they are asleep by mashing the kick button, but each button press only has a small chance of triggering (less than 10%).

Stress Level (HP)The player has a stress level gauge that depletes whenever the player gets hit. If this is depleted, then the puppy will go crazy and get lost in the sewers forever, causing the player to lose the game.

Sleep AttacksSleep attacks trigger after a specific amount of time that the player can see in the form of a gauge in the HUD. When this gauge depletes, the player will fall asleep. The gauge will then fill up very quickly over time at which point the player will wake up again.

WhyTo create the aesthetic of Challenge and Narrative.

MDA EffectsThe challenge comes from the player controls and map hazards. The narrative comes from the narcoleptic puppy trying to escape the sewers and trying to keep its stress levels low. The player controls also creates a dynamic where the player may choose how the narrative plays out. Will the player kick every rat it runs into to become a very aggressive puppy? Or will the player avoid any combat and focus only on dodging everything to escape?

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Project B – Maps

Enemies

RatsRats are basic enemies that run left and right or after the player when the player gets in range. When they are chasing the player, they move 2 times faster.

WhyTo add to the Challenge and Narrative aesthetics. Rats in the sewers can be vicious and the player must avoid them to keep their stress levels low.

MDA EffectsEnhances the Challenge aesthetic by forcing the player to have some mastery of the player controls. Aesthetically creates a story about a narcoleptic puppy that is either fighting or running away from vicious sewer rats.

Archer FishTheir spawn positions are predetermined by the level designer. They also have a limited attack range. Their frequency of attack is randomized between 3-5 seconds. They will fire a slow moving projectile that the player can dodge.

WhyTo increase Challenge aesthetic further.

MDA EffectsIt can create a new dynamic where the player is anticipating an Archer Fish attack before moving forward and keeping an eye on their sleep gauge.

PickupThere are puppy treat pickups that are scattered around the sewers. The player may pick these up to temporarily stop their sleep meter from depleting.

WhyTo help alleviate some frustration/stress that may be caused by a countdown timer that may have a negative impact on the player.

MDA EffectsCreates a new dynamic of the player timing when they want to gun for the next 'safe zone' by following the puppy treats to stay awake while dodging rats and fishes. Level designers may also create a series of puppy treats to guide the player through some sections of the level. Puppy treats also affect the Narrative aesthetic of the game by showing that there is still hope for the puppy to get out with minimal stress.

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Kevin GiangGAT 211-B

Project B – MapsIntensity Curve Modifiers+Intensity -IntensitySeeing a series of puppy treats. Standing still / idling

Hearing archer fishes splash around. Falling asleep and nothing else happens

Falling asleep in the middle of a platforming jump Observing a rat patrol back and forth on a fixed path and not chasing the player.

Reaching the exit. Leaving the tunnel.

Picking up puppy treats. Getting overwhelmed by archer fishes and rats and getting stressed out extremely fast.

Dodging Archer Fish projectiles Experiencing an unbalanced and poorly designed level.

Running away from Rats Sitting there and thinking about what you're really playing, and then feeling very sorry for the puppy.

Kicking Rats Being reminded of a pet the player once lost.

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Kevin GiangGAT 211-B

Project B – Maps

Sample Curve

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Project B – Maps

Map #3 – 2D Grid Map, Zombie Theater

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Kevin GiangGAT 211-B

Project B – Maps

ScenarioThe player is a managing bipolar zombie actors in a play and must keep them in the right locations at the right time. Since they are zombies, they will get distracted by flesh and it will be up to the player to steer them away from the flesh. There will also be human zombie hunters who are just there to ruin your zombies' day with crossbows. You will need to take advantage of some of your smarter zombies to deal with these humans so that the play can be a success.

MechanicsThe game is in real-time and not turn-based.

ControlsThe player will mainly be using the mouse to interact with the game, with the keyboard as supplementary for hotkeys.

Managing ZombiesThe player may select and give an order to a zombie to reposition them. The zombies will then generate a basic path towards the position and slowly waddle towards it. Each zombie has a dodge chance when being fired at from a hunter. If their dodge fails, it means they got shot in the head and are killed.

Zombie ActorsCannot leave the stage. They will recalculate their path if flesh spawns within 5 tiles of themselves and move towards the flesh.

Zombie GuardsCannot enter the stage. They will automatically spit bile at enemy hunters within 3 tiles.

WhyTo create an interestingly themed game that features zombies as the protagonists instead of antagonists. To create a theater simulation game that uses (un)lively actors.

MDA EffectsThe game creates a strong Fantasy aesthetic allowing the player to run a Zombie Theater. It also creates the dynamics that are common in other RTS/Tactics type games where players may position units in anticipation to other events that will occur on the map.

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Project B – Maps

Enemy

Zombie HunterThese are units that have a ranged attack that allows them to fire at zombies within 4 tiles. They can be taunted by Zombie guards to become distracted.

WhyTo enhance the Fantasy aesthetic of managing a zombie theater that is not accepted by humans.

MDA EffectsThey will create the dynamic of making the player anticipate the hunters' movements to make sure they are in a safe position or position them for the sake of the show and hope they don't get shot in the head.

Pickup

FleshFlesh is a negative pickup that randomly spawns on the stage. If a zombie is within 5 tiles of the Zombie Actors, then it will force the Zombie Actor to start moving towards the flesh. The flesh will stay on the stage until completely consumed.

WhyTo add to challenge to managing the Zombie Actors on a micro level.

MDA EffectIt will add a Challenge aesthetic to the game where the player will need to micromanage their zombies to get the best performance of their zombie's (undead)lives. It will also create a dynamic where a player may micromanage their zombies to quickly consume flesh before the next major scene occurs. This will help keep the flesh count low for subsequent scenes.

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Project B – Maps

Intensity Curve Modifiers+Intensity -IntensityFiguring out what the zombies should be doing in the current scene.

Everything goes smoothly and the player doesn't have to do anything.

Seeing flesh spawn and trying to prevent a zombie from getting distracted.

Hunters enter the theater but are stupid and patrol the same area for an extended period of time.

Managing a guard to stop a hunter. Placing guards on all the hunter spawn points.

Observing a hunter enter the theater. Leading zombies into positions where meat never spawns.

Repositioning zombies in anticipation of the hunters' movements.

Repositioning zombies at random and receiving no consequences.

Successfully completing a scene. Hunters constantly missing headshots.

Completing a scene and watching the results scene.

No hunters or flesh appear for a very long time.

Successfully taking down a hunter with a Zombie Guard.

Losing a Zombie to a headshot.

Being in the final act with lots of hunters in the theater.

Hunters having 100% headshot rate on all of your zombies.

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Project B – Maps

Sample Curve

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Project B – Maps

Map #4 – 2D Grid Map, TomatoADD

ScenarioThe player will be playing as an ADD Tomato in a Chocolate Factory. The goal of the player is to get through the level with eating as little chocolate as possible. Eating chocolate will replenish the player's health points and give bonus points, but eating too much chocolate may cause the player to lose the

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Project B – Mapsgame. There will be many midget humans working in the factory and may step on you, reducing your health points. There are also other midget humans who are aware of your presence and will hunt you down and shoot projectiles at you. You can take advantage of the environment to try to hide from these hunters by shifting blocks.

MechanicsThe game time doesn't advance unless the player takes an action similar to Rogue-like games.

Player

MovementThe player can move up, down, left, or right.

Pick up blockThe player can pick up a block and remove it from its tile. This will add a block to the player's inventory. Only certain blocks can be picked up.

Place blockThe player may place down a block on any adjacent tile as long as it is empty and has a block in their inventory.

Skip TurnThis will allow the player to skip a turn and essentially 'wait' to allow the game to move to the next step.

Chocolate MeterWhenever the player consumes a piece of chocolate, the meter increases. The higher the meter, the less defense the player will have, making it easier for hunters to land a hit. The meter also acts as a multiplier for picking up chocolates, the higher the meter, the more points the next chocolate will be worth.

BlocksBlocks have no defense and are destroyed after 3 hits from a hunter.

WhyTo create a Challenging game where the player will likely fail many times before succeeding. The rogue-like turn mechanic helps emphasize the challenge by making the player think several turns ahead for the best outcome.

MDA EffectsThe blocks open up dynamics for modifying the level for the player and to help them sneak around the facilities while avoiding as much exposure to hunters as possible. Players may also use the blocks to barricade hunters temporarily. The chocolate meter is there to help push the ADD theme of the tomato,

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Project B – Mapswhere players would want to eat as much chocolate as possible to score high, even though that isn't the goal of the game/level.

Enemies

Patrolling MidgetThey have a predetermined path that they will travel on. They will deal damage to the player if they end up on the same tile as the player.

Midget HunterThese are stationary enemies that will begin moving 1 tile towards the player as long as the player is in line of sight. They will also start firing at the player if they are within 3 tiles. Their projectiles cannot go through blocks. Hunters will fire at movable blocks if they are within 1 tile.

WhyTo enhance the challenge aesthetic of the game and to make the game difficult.

MDA EffectsThe aggressiveness of the hunters will push the player to constantly think ahead of the hunters to ensure a high rate of success. Players can also take advantage of the aggressive nature of the hunters to lead them into a trap where the player may blockade them for a couple of turns by placing down a block.

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Project B – Maps

Pickup

ChocolateChocolate can be consumed by the player if they are on the tile the chocolate itself is on. Consuming takes an action. The player recovers health whenever chocolate is consumed and increases the player's points, but at the same time the player suffers a permanent penalty to defense for the rest of the level.

WhyTo enhance the ADD theme of the game for the player.

MDA EffectsThe chocolates present a dynamic where the player may decide to go for the chocolates for scoring high, or completely ignoring them and just finish the game. The chocolate is also useful for enhancing the Challenge aesthetic if the player chooses to master the game.

Intensity Curve Modifiers+Intensity -IntensityEncountering hunters or employees. Watching patrolling employees follow a fixed path

and never come after you directly.

Getting shot at from hunters. Reaching the exit.

Picking up Chocolate. Idling in a corner.

Seeing the exit in range. Sitting outside of a hunters' chase range and skipping turns.

Thinking a couple of turns ahead before taking an action.

Trapping yourself with blocks and idling.

Picking up a block Getting trapped by hunters and knowing that you'll highly likely lose in the next turn.

Placing a block Being presented with a horribly unbalanced map with tons of hunters at the exit.

Running away from hunters Same as above but with hunters at the start.

Watching hunters destroy a movable block. Being in a map that's mostly empty and having almost nothing to interact with.

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Project B – Maps

Sample Curve

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Project B – Maps

Map #5 – Region Map, OCD Woodpecker

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Project B – Maps

ScenarioThe player is a carpenter that is trying to build a house from the ground up, but there is an annoying OCD Woodpecker that just won't leave your house alone. The player must move around regions and attend to the pestering woodpecker so that he can actually build his house. The player may build a temporary wooden post to keep the woodpecker distracted so that he can get progress on his house. The wooden post will halt progress of construction of the region he builds this post in, though, and he won't be able to enter it when the woodpecker is on it.

MechanicsThe game will be in real-time.

Player

MovementThe player will have free form movement. Each region will have a defined space that the player can run around in. This means the player is not effectively out of a region unless their position is outside of the defined space.

ConstructionThe region will slowly increase its 'constructed' gauge while the player is in it. Once the gauge completes, then the region is complete.

Wrench ThrowThe player may use a ranged attack to throw a wrench projectile in any direction. This projectile moves somewhat slow, so that the further away the target is, the harder it will be to predict the direction he should be throwing it. Throwing the wrench will also create a temporary debuff for the player which reduces his construction speed by half.

WhyThe throwing mechanic will create Challenge and Mastery for the player. If the player is able to master the throwing, then it should be very easy for the player to hit the woodpecker in any region, making the game easier for the master. The movement and construction mechanics are there to create a fantasy/simulation experience of being a carpenter that is just trying to build his house while being extremely annoyed by an OCD Woodpecker.

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Project B – Maps

MDA EffectsThe aesthetics created by the player mechanics are: Challenge and Fantasy. The wrench throwing mechanic can create a dynamic where the player may decide to throw his wrench at the woodpecker as much as possible and not care about how long it will take him to complete the regions, as long as he shuts down the woodpecker. Another player may decide to throw sparingly and go for a faster completion time.

Enemy

WoodpeckerThe woodpecker moves in the same way as the carpenter. As long as it's in a region, it will slowly deplete the region's 'construction gauge'. If a region's completion gauge is depleted, then the woodpecker will ignore the region and move into another. If the woodpecker is hit by a wrench, it will be temporarily stunned, preventing it from depleting the construction gauge. If the woodpecker encounters a wooden post, then the woodpecker will stay on the wooden post until its construction gauge is depleted.

WhyTo add challenge to the user experience.

MDA EffectsThe woodpecker can create a dynamic where the player may choose to approach the woodpecker to get a cleaner shot at it with his wrench while ignoring constructing his house for the time being. The woodpecker may also force the player to build a wooden post in a strategic position, which will also cut into the player's construction time.

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Project B – Maps

Equipment

Wooden PostThe player can instantly put up a wooden post in any region he is in. This wooden post will attract the Woodpecker and keep it distracted for a moderate duration. The player will have a limited amount of wooden posts he can place per game.

WhyTo help alleviate the annoyance of having an OCD Woodpecker pecking away at the player's house.

MDA EffectsThe wooden post can create a dynamic where the player is thinking ahead about where to position the posts and when to use them. One player may decide to use them all right away at the beginning to give himself a large head start, while another may decide to save it for the end game to make ending the game easier. The wooden post also builds into the Fantasy aesthetic, showing mastery of the carpenter.

Intensity Curve Modifiers+Intensity -IntensityWoodpecker attacking a region that has construction progress.

Woodpecker keeps going into regions that have no construction progress.

Building a wooden post. Woodpecker is stuck on a wooden post for a while, giving the player free reign.

Seeing the woodpecker enter the region that you just made some progress on and recently left.

Player idles and woodpecker proceeds to get nothing done.

Moving into a region with the woodpecker. Staying in a region and watching the woodpecker doing the same thing for a short duration. Player and woodpeckers are not moving.

Throwing a wrench at the woodpecker. Randomly throwing a wrench in any direction and not hoping to achieve anything by doing it.

Seeing a wooden post about to be depleted. Idling in a region the player just completed.

Seeing a region depleted by woodpecker. Completing all regions.

Player throws too many tools and is extremely bogged down, and has to wait for his construction rate to go back up.

Finishing construction of a region.

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Project B – MapsSample Curve

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Project B – Maps

Map #6 – Region Map, GERRRRRRMS!

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Project B – Maps

ScenarioYou will play as a germaphobic germ inside of a human body. Your goal is to find very specific germs of your type to grow your germ army so that you can get the player sick. If you are in a region with other germs, then your size will gradually decrease from the epic germ battle that ensues. If you lose all your germs, then you lose the game. Sometimes the human will take medicine, making certain parts of his body very potent against you and will cause you to lose germs extremely fast if you stay in the region.

MechanicsThe game state is in real-time and germs are randomly generated over time. Medicated regions will also be randomized with some bias based on regions with lots of germ activity.

Player

MovementThe player will be using the mouse to select a region for the germs to move towards. The player's germs can only move through one region at a time and cannot cut through regions.

Collecting GermsTo collect germs, the player simply needs to move his germs into a region with matching germs.

Fighting GermsFighting germs is a simple 1-1 loss ratio. If a player has 10 germs and enters a region with 8 enemy germs, then the player will be left with 2 germs, but would have wiped out the enemy germs.

Getting the Human SickTo get the human sick, the player must grow to a size predetermined by a setting either from the level designer or from the player.

WhyThe movement mechanic with just the mouse helps make the game simple and creates a macro level management game. Collecting and fighting germs helps support the macro-level management game with some strategic elements. Allowing the player or designer to adjust the target germ size will give them the option of modifying the difficulty of the game.

MDA EffectsThe game creates a Challenge or Submission aesthetic, depending on the type of player. A player going for challenge is going to min/max his germs as he plays while the player who is playing it as a past-time will not care too much about how many germs he loses.

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Project B – MapsEnemy

GermsOther germs are doing the same thing and are competing against the player to get the human sick. The player will need to get the human sick before the enemy germs do to win. Enemy germs move similarly to players, except their frequency of moving around is based on a setting defined by the player or designer.

WhyTo supplement the Challenge aesthetic and to introduce a competitor for the player. It is also there to create time pressure and another method of losing.

MDA EffectsThe enemy germs can create a dynamic where a player may choose to go around the enemies and take a longer route towards their target destination to minimize losses, or to directly engage with them to reach the destination quicker with some losses.

MedicationMedication refers to the human taking medicine to create a hazard zone in a random region. This hazard zone will cause the player to lose germs very quickly if they stay inside the zone. Medication does not last forever and will eventually wear off.

WhyTo create a dynamic map that can change its property to make the experience a bit more interesting, and to tie into the theme of a human fighting against germs.

MDA EffectsMedication adds to the Challenge aesthetic, forcing the player to potentially re-evaluate their path towards a target destination. It also creates a dynamic of the player making a choice between going through the medicated zone and take the losses in order to gain after leaving the region for a net profit, or to keep all their germs and take a longer route around the medicated regions.

Pickup

Germ Rally PowerupThis is an instant use powerup when the player enters its region. It will pull in all ally germs from all adjacent regions that the powerup is currently on for the player.

WhyThis is to help the player complete the game a bit faster and to give them a glimmer of hope if they are falling too far behind and really need more germs quickly.

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Project B – MapsMDA EffectsThis is a very mechanical element in the game and also helps the Challenge aesthetics. The powerup can create a dynamic where a player holds off on grabbing the powerup and waits for more ally germs to spawn nearby before picking it up to increase its value.

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Project B – Maps

Intensity Curve Modifiers+Intensity -IntensitySeeing a powerup spawn. Picking up the powerup with no nearby germs for

the player to absorb.

Watching enemy germs get closer to your cluster. Entering regions with no player or enemy germs.

Picking up more germs. Idling

Picking up the powerup and absorbing tons of germs.

Observing that there is no possible way to beat the game in the current game state.

Engaging enemy germs. Having a very difficult time keeping germ count up because the current game state is extremely difficult and then starting to blame the game.

Entering medicated zone. Observing enemy germs moving into medicated zones and getting themselves massacred... for a very long time.

Taking a glance at the whole map to plan a route. Overwhelmed the human body with your massive army of germs and having no more challenge.

Watching a region become medicated.

Having the player's current region become medicated.

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Project B – Maps

Sample Curve

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Project B – Maps

Map #7 – Free Map, Anxiety Crocodile

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Project B – Maps

ScenarioYou will play as an escaped anxious crocodile at a circus fair. The only way to lower your anxiety is to destroy booths at the fair and cause as much destruction as possible. You must also avoid circus tamers that are trying to catch you with net guns, as that will only increase your anxiety. Depending on where you cause havoc, you may trigger special events that can slow down the tamers. You must also be careful of certain areas filled with bear traps laid down to catch you. Each space has a success rate that is reduced if it contains tamers or bear traps.

Mechanics

Player

MovementThe player can move anywhere that an alligator could. This means the player can also swim in water.

AttackingThe player has a simple button that does an attack. This will play either a biting animation or very quick tail whipping animation.

WhyThe player controls are not the core of the game, which is why they are very simple.

MDA EffectsThe character creates a Fantasy aesthetic where the player can project themselves into an anxious crocodile and does what an anxious crocodile would do: destroy stuff.

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Project B – Maps

EnvironmentThe environment includes all the different places the player can go to and interact with. Each place also has things that the player can attack to create destruction and to lower the player's anxiety levels. The more a place is destroyed, the more chaos is created, the less anxious the player will be.

WhyTo supplement the Fantasy aesthetic of the player being a destructive and anxious crocodile.

MDA EffectsThe environment opens up a very strong dynamic of allowing the player to choose the order in which they will cause chaos. Each play-through can be very different for the player depending on which areas they destroy, first. Example: If a player successfully disrupts “The World's Largest Horse”, then the horse may go haywire and start causing destruction on its own.

Enemy

HuntersHunters have a net gun which they can fire on the player if in range. If the player is hit by the net, they will become immobile temporarily. If a hunter reaches the player, then the player is caught and loses the game, then returned to the circus. Hunters can be countered with an attack from the player to become temporarily stunned.

WhyTo create a Challenge aesthetic for the player and to keep the player on their toes. To pressure the player to keep moving and not take their time causing destruction.

MDA EffectsAs mentioned above, it will create a Challenge Aesthetic for players. It will also help supplement the Fantasy aesthetic thematically. Hunters can create a dynamic where players may choose to engage the hunters in order to cause havoc in the area they are targeting, or to ignore them and move to a different location to avoid confrontation.

Pickup

Bear TrapsThese are negative pickups that the player can step on. If the player steps on these, they will be immobilized and then crippled temporarily after the immobilization wears off.

WhyTo add a bit more challenge for the player.

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Project B – MapsMDA EffectsSupplements the Fantasy aesthetic. It also creates a dynamic where the player may think twice about causing destruction in an area that contains bear traps, or think it's worth dealing with for the payoff of destroying the area the bear traps are in.

Clown SuitClown suits are a positive pickup for the player. They are instantly used when the player touches them. The player will then become an alligator disguised as a clown. While disguised, the player can move anywhere in the map without detection or risk of getting attacked. The disguise will wear off after the player attacks.

WhyBecause alligator clown... and to give the player some breathing room so that they can reposition themselves in the map.

MDA EffectsSupplements the Fantasy aesthetic thematically and for comedy. The clown suit powerup can also create a dynamic where the player is running away from hunters, then takes the clown suit, and walks up to the clueless hunters to bite them, then proceed to run away again.

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Project B – Maps

Intensity Curve Modifiers+Intensity -IntensityBecoming an alligator clown. Becoming an alligator clown.

Attempting to disrupt an area. Failed attempts at disrupting an area multiple times in a row.

Knowing hunters are very close. Getting caught.

Running into an area filled with traps. Completely disrupted everything and now having nothing else to disrupt.

Attacking a hunter. Seeing bear traps and thinking that you're not a bear.

Stepping on a bear trap. Successfully disrupting all areas with absolutely no difficulties.

Unleashing the World's Largest Horse. Never engaging a hunter throughout the entire game.

Trying to reposition yourself behind hunters while in a clown suit.

Stepping on bear traps and ignoring its penalty because you feel there's no consequences for doing so except for wasting time.

Being surrounded by hunters and bear traps.

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Project B – Maps

Sample Curve

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Project B – Maps

Map #8 – Free Map, Civilization: The Refrigerator and the Giant

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Project B – Maps

ScenarioYou are managing a small civilization of humans living inside of a Giant's refrigerator. This giant also has an eating disorder where he just eats and eats and eats and eats and... you get the idea. You must manage your people to avoid having them being eaten by the giant. Sometimes the giant will drop or leave bones on top of his other fresh food, which will block your people from moving freely between locations.

Mechanics

ControlsThis is a god-game, so the player will be using the keyboard and mouse to manipulate the game camera and to manage the people.

WhyTo create a civilization-in-a-giant's-refrigerator simulation game.

MDA EffectsThe game can create 3 aesthetics: Challenge, Submission, and Fantasy. Challenge comes from min/maxing the growth of the player's civilization. Submission comes from the sandbox nature of the game. Fantasy comes from managing a civilization of humans that are trying to live inside of a Giant's refrigerator. The god-game sandbox gametype easily creates a dynamic where a player may choose to intervene or just watch the human civilization grow... or become utterly destroyed.

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Project B – Maps

HumansThe humans have a brain of their own and will do things on their own similar to The Sims. If a player chooses, they may micromanage each person in the refrigerator for greater control of their lives. If left alone, the humans should be fully capable of managing their lives and building their civilization.

WhyEvery civilization needs some sort of sentient being. The civilization's species is human to create relatability for players and to let them imagine what they would do in the humans' situations.

MDA EffectsThe humans will support the Fantasy aesthetic of managing a civilization in the refrigerator. Their behavior can also create dynamics where they may do something the player did not expect, giving the player a choice of disregarding the action or engaging with it. The player may also take control and micro-manage each humans' lives to help maximize their survival rates or lead them to their doom.

Enemy

The GiantThe giant will frequently open the refrigerator and reach for food. It also likes to eat with its mouth wide open, so chunks of food bits will rain down on the player's people. There is no way to destroy the giant, but there are ways to mitigate the damage it can cause.

WhyTo supplement the Fantasy and Challenge aesthetics. The Giant creates a constant threat to the player's civilization, making the player feel uneasy every time their humans are wandering around.

MDA EffectsThe giant will create a dynamic where the player is constantly thinking about when the giant will appear and begin its feeding frenzy. Which in turn may make the player think about when and how to move their humans around. If the player makes the wrong move at the wrong time, they may end up losing a lot of humans. Another player may be rooting for the giant and setting up the humans in extremely vulnerable positions so that they are highly likely to get eaten.

Equipment

Food-a-pultEventually, the player's civilization will advance to a point where they can construct a Food-a-pult. This contraption can be loaded with food to launch into the giant's mouth when he is in a feeding frenzy. It will help greatly reduce the chances of the giant reaching into the refrigerator to grab some food if the civilization has built many Food-a-pults.

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Project B – MapsWhyTo give the player's civilization some fighting chance against the Giant and to mitigate losses.

MDA EffectsFood-a-pults supplement the Challenge aesthetic by giving the player a defense mechanism against the Giant. They can also create a dynamic where the player may try to micro-manage their civilization so that they can create food-a-pults as soon as possible.

Pickup

Rot-a-FoodThis is a powerup that spawns randomly in the refrigerator in the form of a germ. The player can guide a human to pick it up or the humans can pick one up themselves. After picking one up, the player or the human can apply it to a target food. This will make the food rotten and undesirable for the Giant to eat. This will help deter the Giant from ever grabbing the food while it is rotten. Rotten food will not last forever and will deteriorate over time, effectively evicting all humans living inside of it.

WhyTo create a temporary 'safe haven' for the humans.

MDA EffectSupplements the Fantasy aesthetic thematically and supports the Challenge aesthetic. These powerups can create a dynamic where the player is anticipating an attack from the Giant very soon and places all their humans into a rotten food home to protect them.

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Project B – Maps

Intensity Curve Modifiers+Intensity -IntensityGiant enters the fridge. No activity from the Giant.

Building up the human's civilization. Watching the humans do their things without interacting with them.

Planning ahead to allow the humans to defend themselves.

Losing all your humans.

Seeing a bunch of your humans get eaten. Watching your humans be dumb about pathfinding.

Hearing the Giant's footsteps approach the fridge. Losing all your humans because you put 'all your eggs in one basket', and the giant chose to eat that basket.

Using Rot-a-food. No activity from humans because they're all being lazy and not leaving their homes.

Firing a Food-a-pult. Having only one human left to micro-manage and no hopes of increasing the population.

Micro-managing a human. Giant opens the refrigerator and simply stares at your civilization and does nothing, and proceeds to do this for an extended period of time to the point where the player just ignores it.

Leading a human to his doom.

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Project B – Maps

Sample Curve

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Project B – Maps

Map #9 – 1D Map, Assault the Keep

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Project B – Maps

ScenarioThe player (Light Blue) must infiltrate the heavily defended stronghold to retrieve a treasure. There

are many turrets that will fire on the player if he gets close the stronghold. There are also guards

that will fire on sight, and dragons floating around in the skies that will breathe fire on whatever it

wants. Nearby is a ballista, a catapult, and a tunnel that leads into the stronghold. The player may

decide how he wants to approach the stronghold: Kick in the front door? Take out the turrets with

the ballista before kicking in the front door? Catapult himself into the stronghold and hope he

doesn't get shot? Or take the sneaky route in the tunnel and avoid all the fighting?

MechanicsThis is an action-based game where the player is given lots of firepower.

Player

MovementThe player has access to running, jumping, and sliding.

AttackingThe player can wield an arsenal of guns to fight with. The player can also interact with the environment to use it as a weapon (using ballista).

WhyTo create a power fantasy for the player.

MDA EffectsThe game easily creates a Fantasy aesthetic where the player can project himself onto a Rambo-inspired character and go guns blazing.

Enemies

GuardsSimple cannon fodder guards that fire slow moving projectiles at the player, which the player can easily dodge.

DragonsDragons are neutral and will breathe fire on whatever it wants.

TurretsTurrets will fire at the player if the player is within range. The projectiles fired from the turrets are a lot

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Project B – Mapsstronger than the guards'.

WhyTo enhance the power fantasy and give the player a lot of stuff to destroy and feel like a bad-ass.

MDA EffectsSupplements the Fantasy aesthetic. Many different dynamics can be created based on how the level designer places the enemies. Put a lot of Guards in a cluster in a wide open area? Player can jump right in the middle and do 'Gunkata'.

Pickups

Weapon CratesWeapon crates will fall from the sky that can be picked up by the player. They will provide a random weapon that the player can use temporarily. The weapons can range from shotguns and rocket launchers to giant laser cannons.

WhyTo enhance the power fantasy and to get the player to move around the map instead of bee-lining to the entrance.

MDA EffectsCreates a dynamic where the player can decide whether or not to pick up the weapons crate for a boost. It can also create a dynamic where the player would want to avoid going for a crate because it just landed in the middle of a small army that he probably cannot beat without losing tons of life.

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Project B – Maps

Intensity Curve+Intensity -Intensity

Getting shot at by turrets, dragons, or guards. Taking the tunnel and crawling all the way into the stronghold

Firing the ballista Standing still and not doing anything.

Using the catapult Realizing that you will never be the character you are playing as.

Engaging the guards Weapon crate gives you a random weapon that is highly unsuitable for the current situation. (Flamethrower when enemies are on the high walls).

Seeing the dragon flying in your direction Taking the catapult and idling in the sky while waiting to land in the stronghold.

Engaging the stronghold directly at the front door Getting the same weapon you are already using through a weapon crate.

Trying to shoot the dragon. Being in a position where you will be getting shot at from all directions with no possible way to dodge any of it no matter how much skill you have.

Aggro'ing the dragon and now it's after you.

Picking up weapon crate.

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Project B – Maps

Sample Curve

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Page 54: €¦  · Web viewThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have

Kevin GiangGAT 211-B

Project B – Maps

Map #10 – 2D Grid Map, Enter the Matrix

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Page 55: €¦  · Web viewThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have

Kevin GiangGAT 211-B

Project B – Maps

ScenarioThe player (brown) must get to the green tile without getting hit by enemies strafing the edges of

the map. The enemies (pink) will fire projectiles in the direction they are facing and can either be

controlled by players or AI. The player must navigate the map and dodge the enemy projectiles. The

player cannot go onto light blue tiles.

Mechanics

Player

MovementThe player can only move up, down, left, or right along the grid.

WhyTo create a Challenge aesthetic with simple controls.

MDA EffectsIt can create a dynamic where the player may idle in a square to bait a shot before moving forward. This may give the player a window of opportunity that he needed to get to the green tile.

Enemies

StrafersStrafers' movements are limited to the axis they start on. They can only fire projectiles in one direction and have a short cooldown before being able to fire another projectile.

WhyTo enhance the Challenge aesthetic for the player. It can also force the player to constantly move.

MDA EffectsIf all strafers are controlled by human players, it can create a dynamic where the human players are thinking of and communicating a strategy that will make traversal extremely difficult for the running player.

Pickup

Stun GunThis item pops up randomly in the map. The player is granted 3 stun gun shots if picked up. The stun gun can be fired in any orthogonal direction. If the stun gun projectile hits a strafer, that strafer will become stunned and unable to do any actions for a couple of seconds.

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Page 56: €¦  · Web viewThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have

Kevin GiangGAT 211-B

Project B – MapsWhyTo give the running player a fighting chance against the strafers.

MDA EffectsThe stun gun powerup easily creates a dynamic where the player can decide to go for it or not. The strafers can also decide if they want to defend the stun gun and prevent the player from ever reaching it.

Intensity Curve+Intensity -Intensity

Hanging around the edge of the map where an enemy can strafe right next to the player

Enemies doing nothing and sitting still

Enemies firing projectiles Enemies not trying to aim at you and firing randomly or far away from you

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Page 57: €¦  · Web viewThere will be a Monocle powerup that randomly spawns that the player can pick up. The player will be immune to pepper spray for a short duration while they have

Kevin GiangGAT 211-B

Project B – MapsGetting closer to the green tile. The strafers are human players you are familiar

with and know that they are terrible at the game.

Running into a lot of light blue tiles and having to figure out the best path around them

Smart strafers are using a 90%+ win-rate strategy against you.

Listening to human players communicating their strategy on how to beat you.

Giving up on trying to get to a stun gun that all four strafers are spamming their fire on.

Dodging projectiles. Watching human strafers ignoring you and not trying to hit you at all.

Picking up a stun gun.

Firing the stun gun at the strafers.

Successfully stunning a strafer.

Sample Curve

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