hive sphere (the design so far)
TRANSCRIPT
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Shortened Game Design Document(Beta stages - Pre-Balancing)
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Contents
Game Summary.1-5Story.1
Controls1Main Game Mechanics2-5
Game Progression(The Scenes)..6-11Main Menu Scene.6
Intro Scene6
Focal Gameflow7
Enemy Evolution Scene....7-8
Player Upgrade Scene8
Upgrades and Attack Wave Mechanics8-11
The Bugs.12-14Scout Bug..12
Bumble Bug...12
Wasp..13
Dragon Bug13
Elemental Hive...14
Hornet.14
Note: all screen layouts are subject to change and some of the mechanics
mentioned have not yet been added to the game. Yellow highlighted text indicates
aspects that have not yet been added to the game. Sound effects and a new selection
of audio tracks also need to be added.
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Game Summary
Story
Earth is under attack from Ugly Oppressive Elemental Insectiod Aliens (or Vowels). The militarysnormal weaponry is completely ineffective against the constantly shifting elements of the Vowel
Swarm. From the few insects that have been killed, scientists have been able to create a new prototypeweapon they have named the Elemental Interceptor (or EI).
The EI is able to produce the same elemental energies as the Vowels and it is hoped that attacking the
insects with elements that do not correspond to their own will vanquish them. The plan is to teleport theEI into the invading forces main Hivesphere and take down the constantly evolving enemy forces to
give Earths military as much time as possible to prepare elemental weapons to counter the invasion.
Your mission is to pilot the EI and survive the oncoming waves of Vowels from inside their main
Hivesphere for as long as possible. For every insect taken down more people will want to invest in the
EI protocol and credits will be earned for you to spend on the upgrades you desire.
Fear not solider as the EI is a drone craft so you will pilot the ship from a console at a safe distance.Just survive for as long as you can! Good luck!
Controls
Control Action
Left Key / A Rotates the EI to the left.
Right Key / D Rotates the EI to the right.
Up Key / W Rotates the EI upwards.
Down Key / S Rotates the EI downwards.
Mouse The mouse controls the targeting crosshair.
Scroll Middle Mouse Button Roll up and down to select current element.
Left Mouse Button Fire ammo of the current element.
Key 1 Selects normal beam energy.
Key 2 Selects concussive ammo type.
Key 3 Selects explosive ammo type.
Space Bar Fire Special for currently selected element.
ESC or F10 Pause Menu.
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Main Game Mechanics
Summed Up
The aim of the game is to survive inside the Hivesphere for as long as possible. To do this, the playermust fend off the advancing swarm using elemental energy, three ammo types, special attacks, and ship
upgrades. In order to destroy a bug the player must shoot out elemental energy that differs from thetargets current element.
The bugs themselves can only spawn from the golden hives on the edge of the Hivesphere and, later
on, from the elemental hives that spawn and float around the sphere. All the bugs can randomly shift
between elements to avoid taking damage and some can even dodge as well. Most bugs can only attack
close up, so it best to exterminate the threat as soon as it is spawned. A more detailed look at theindividual bugs can be found later in this document.
The EI is rooted to the centre of the Hivesphere so as to be as far from all the golden hives as possible.The player can rotate around the local X and Y axis using the arrow or WSAD keys and uses the mouse
to aim the crosshair anywhere within the current screen view. Using the radar to locate potential targetsthe player must find the bugs and shoot them down before they get too close. Bugs must be shot by
elements that differ from their current elemental type in order to hurt them. The most damage is dealtwhen attacking with energy that is the polar opposite to that of the target insect.
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Score and Credits
For every successful kill credits and score points are awarded. The amount the players score and
credits increase is based on two criteria:1. The type of bug
2. The current ComboCombos are achieved by killing multiple enemies in a row without missing or hitting one with an
element identical to their own. The max combo that can be achieved is 10.The score is then calculated by multiplying the predetermined rank of the
bug that was killed by the current combo.
In addition to resetting the current combo to zero, if the player shoots an insect with energy identical toits current element, the target will regenerate HP equal to the full damage that would have been dealt
by hitting it with its polar opposite. Shooting at a shifting bug will have no effect on its health but doesnot count as a miss either, so the current combo will remain the same.
HP and Shielding
The players HP are full at 2000 points. Additional shielding can be purchased, which will take damage
before the players HP is affected. Up to three shields can be obtained in total. Ending the game with a
full shield means that shield will still be equipped for the next round. Ending the game with a damagedshield means the shield will be lost (shields cannot be repaired and new ones must be purchased). The
HP is affectively the EIs hull integrity and, unlike the shields, the hull can be repaired for a cost
relative to the work that needs doing.
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All the weapons in the previous table must be purchased on the player upgrade screen. Two final traitscan also be improved upon for a cost; the speed of turning and the rate of fire. All ammunition must be
bought in advance of the next round as none can be acquired during an attack wave. At the end of eachwave the remaining ammunition is carried over until the next round.
Elemental specials need only be purchased once. Once the EI is upgraded with an elemental special it
cannot be lost. Specials are charged up with elemental energy during attack waves, which is gainedsimilarly to score points. The main difference is that the current combo has no effect on the amount of
energy gained. So long as a bug is killed by an element identical to one of the elemental specials theplayer has purchased then that special is charged equal to the multiplier attached to that bug.
Bug Rank
(Elemental Multiplier)
Bugs of Stated Level
1 Scout
2 Bumble, Wasp
3 Dragonfly
4 Hornet
5 Elemental Hive
Unlike ammunition elemental energy is not carried over to the next round and must be recharged fromscratch during the next attack wave.
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Game Progression(The Scenes)
Main Menu
The game begins on the Start/Main Menu. Various options can accessed by clicking on the buttons
shown above. Most have not been set up at this stage of development so the focus will be on starting anew game.
Intro Scene
After clicking on the New Game button the player will be given a brief run down on how to play thegame and given the options to go Back to the Main Menu, Play Tutorial, or Continue on to the
first attack wave. In addition to the game explanation the first insect the player will encounter (thescout bug) is described on the right hand side.
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Intro Scene OptionsGame Explanation Scout Bug Description
Play Tutorial
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The Focal Gameflow
Once the continue button on the Intro Scene is selected the game enters into the main gameflow pattern
as shown in the diagram below.
If the player survives until the end of an attack wave all the remaining bugs in the field will instantly
vanish, having returned to their hives to evolve. After a brief pause, the game will load the enemyevolution scene.
Enemy Evolution Scene
In this stage the player is shown how the enemy has decided to improve their swarm. At first the enemywill evolve three traits per level increment, whilst preparing DNA for new bug to be spawned. Once the
player has fought through six waves the enemy will have run out of DNA to spawn new bugs and willstart evolving four traits per level increment. Some traits, such as attack wave length and spawning
frequency will have a finite number of levels they can be evolved, whereas HP and attack power havethe potential to evolve indefinitely. The button to the Upgrades scene is not clickable until the Vowel
swarm has finished evolving.
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Main Gameflow
Pattern
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List of Improvable Bug Traits
Player Upgrade Scene
The Upgrade Scene follows the evolution of the bugs. Various different traits can be purchased and
upgraded in exchange for credits. Unlike the vowel swarm there are no traits that can be improvedupon indefinitely. Final costs for each upgrade are still being finalised.
The player can choose to save and exit the game on this screen. This can be done before or afterupgrades have been purchased as all of the EIs stats will be saved. Once all desired upgrades are
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Enemy Stats Level Limitation
Movement Speed High Limit
Spawn Limit High Limit
Spawn Frequency Medium Limit
Dodge/Shift Frequency Low Limit
Wave Length Low Limit
Max HP No Limit
Damage No Limit
Evolving Traits
New Bug +
Description
Continue to Player
Upgrade Scene
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purchased the player must click the Finished Purchasing button. This then turns into a New Wavebutton, which will take the player into the next attack wave.
Upgrades and Attack Wave Mechanics
The table below lists all the possible upgrades the player can purchase for the EI.
Upgrade Category Upgrade Name Level Limit Description
Weapon Systems
Concussion Ammo No Level
20 rounds of concussive
ammunition. Cannot exceed
capacity.
Explosive Ammo No Level10 rounds of explosiveammunition. Cannot exceed
capacity.
Concussive Capacity 5
EI can now fire concussive
projectiles. Capacity is incrementedin instalments of 20.
Explosive Capacity 6EI can now fire explosiveprojectiles. Capacity is incremented
in instalments of 10.
Reactor EfficiencyTurning Speed 2 Increases rotation speed.
Shooting Speed 2 Increases rate of fire.
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Armour and
Shielding
Sheilds No Level
Purchase a shield. Cannot exceedcapacity. Up to three can be
purchased. The first two give anextra 300 points of defence. The
third and final shield gives 400
points but costs a lot more.
Ship Repairs No Level
If the EI hull has been damaged(player has lost HP) the ship can be
repaired for a cost related to the
amount of damage done.
Elemental Powers
Air Special 1EI can now charge up the AirSpecial power.
Water Special 1EI can now charge up the WaterSpecial power.
Earth Special 1EI can now charge up the EarthSpecial power.
Fire Special 1EI can now charge up the FireSpecial power.
The screen shot below is an example of the chaos that ensues around the player during an attack wave.
Insects are spawning from all around the Hivesphere and flying straight for the EI, all of differentelements. (Annoyingly none shifted to the Earth element because they new I was taking a screen cap).
The game mechanics have already been summarised but the attack wave GUI elements are discussed in
full detail on the following page.
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The HUD devices
HP: If no shields are active the EI will loose HP as it takes damage. As HP is lost the green texture will
drop to the left and the numerical value of the HP will decrease.
Shields: Shields will take damage before HP. If a shield is active its texture will drop to the left just
like HP but no numerical value is displayed.
Timer: This device counts down until the
end of the attack wave. As the numericalvalue drops the central circle will also get
smaller.
Score/Credits/Combo: These displays show the numerical value of each statistic.
Radar: This will light up with coloured blips for each bug that spawns. These blips do not show thetypes of bugs spawned but do indicate the element by the colour of the blip. This is so the player can be
selecting their element whilst rotating to meet the new threat. The radar is also three dimensional. Thismeans, as the ship rotates around the X or Y axis so does the radar.
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HP Shields Timer Score, Credits, and
Current Combo
RadarShips Multi
Cannon
Current
AmmoElemental
Energies
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Ships Multi Cannon: The main barrels texture as well as that of the quad cannons top most cannonindicate the current element selected. Using the mouse wheel this cannon will rotate clockwise or
anticlockwise to other elements. The picture on the HUD diagram shows Air as the selected element.Fire is the next rotation clockwise and water is the next anticlockwise rotation. Although the player
only usually sees the cannon of the ship, due to the FPS layout, some events such as activating a specialrequire the whole EI to be seen. The pictures below how the EI looks from a third person view. The fire
element is selected on the left and water on the right. Note how the texture of the EIs trim and wingshas changed to the selected element as well as the cannon itself.
Current Ammo: Shows the numerical value of the EIs ammunition at present. It does not showcapacity, just the value of the concussive (left) and explosive (right) ammunition available.
Elemental Energies: Similarly to shields these devices have a texture that fills up the sliders vertically
as elemental energy is gained for each element type. No numerical value is displayed. Similarly to thetimer the coloured balls below the sliders are only full once a certain level of elemental energy has
been reached indicating the special power for that element can be used. Of course, the higher theenergy level in a slider the more powerful the ability will be but sometimes a special may be required
before it has reached maximum potential.
More on Specials
The projectile weaponry has all been programmed in now but the use of the elemental specials has notas each special is very unique. By the end of development I hope to get the specials working as
mentioned earlier in the document (in the Game Mechanics section). Here is a little more detail on howId like each to perform.
Fire Special: Continuous beam of energy fired straight ahead, killing all insects in one hit, for a certain
time period. The more fire energy generated, the longer the time period and greater the beam radius.Can first be activated at 80%.
Water Special: All projectiles fired gain the ability to steal enemy HP on death, reflecting back part ofthe damage done on the death blow. Bugs killed with the water element will reflect back double thedamage done. The amount of health returned is based on the percentage the special was activated on,
multiplied by the damage done. Can first be activated at 80%.
Earth Special: Makes the EI invulnerable to damage for a short time period. Time period is based onthe earth energy acquired. Can first be activated at 70%. At 80% the additional bonus of regenerating a
shield (or some HP) is gained.
Air Special: Creates a shockwave that bursts out from the EI in a sphere. All nearby enemies are
knocked back a set distance and loose 25% or their HP. The distance the shockwave reaches isdependant on the air energy acquired but can reach the very edge of the Hivesphere at 100%. Can first
be activated at 70% (might reduce to 60%).
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The Bugs
The traits for each bug are subject to change.
Scout Bug
Scout bugs are the lowest ranking units of the swarm, usedonly to scout out new regions or as cannon fodder on the
front lines. They are the weakest units in both attack anddefence and do not even try and dodge projectiles fired at
them.
Trait Value
Class 1
HP 80
Damage 50 melee
Speed Average.
Path Heads straight for Elemental Interceptor.
Size 2
Weakness Opposing element.
Extra N/A
Bumble Bug
Bumble bugs are the most compact unit in the game. Their
movement is as basic as the Scout Bugs but they are the fastestfliers in the game. The aim of the bumble bug is simply to ram
the player with its horns and they deal a lot of damage with this
attack. Their greatest flaws are that they must fly off a distanceafter each attack to gain momentum for the next charge and theytake additional damage from concussive attacks.
Trait Value
Class 2
HP 300
Damage 300 initial impact, 100 after
Speed Fast
Path Heads straight for Elemental Interceptor.
Size 1
Weakness Opposing element. Takes additional damagefrom concussive attacks.
Extra
Bumble bugs are the only unit to take LESS
damage from explosive ammunition thanconcussive.
Wasp
Wasps are the first real threat as their movements are less predictable.They dont spawn as fast as Scout Bugs and they move a little slower
but they can take more hits and deal more damage.
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Dragon Bug
Dragon Bugs are the heavy support for theinsect forces. They move the slowest but
can take and deal the most damage out of
all the vowel swarm. They also shiftbetween elements most frequently.
Trait Value
Class 3
HP 600
Damage 300 melee
Speed Very slow
Path Heads straight for Elemental Interceptor butcan dodge.
Size 5
WeaknessOpposing element. Takes additional damagefrom explosive attacks.
Extra
Dragonflies have the greatest chance to shiftbetween elements. They also dodge the
furthest due to their great wings, although notas frequently as wasps or hornets.
Elemental Hive
Elemental Hives do not attack, instead focusing onspawning more units. They are almost as tough as
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Trait Value
Class 2
HP 150.
Damage 100
Speed Average
Path Heads straight for Elemental Interceptor butcan randomly dodge every few seconds.
Size 2
Weakness Opposing element.
Extra N/A
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Dragon Bugs but faster moving and much harder to hit floating in a spiral path rather than headingstraight for the EI.
Hornet
Hornets are the final and most versatile attacker
players will encounter. They are not as tough asdragonflies but they are the only unit that can
attack from range as well as up close and are also
the most frequent dodgers.Trait Value
Class 4
HP 500
Damage 250 Sting, 150 Spit
Speed 4 units per sec.
PathHeads straight for Elemental Interceptor butdodges the most frequently of all the bugs.
Size 4
Weakness Opposing element.
Extra
Hornets are the toughest enemies, with no
noted weaknesses. They can spit elementalprojectiles from a distance or come in closer todeal devastating damage with their stings.
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Trait Value
Class 5
HP 500
Damage N/A Spawns units
Speed Slow
PathCircles the EI, bursting forward every once ina while to get closer. Will stop at hornet
spitting distance from the EI.
Size 4
WeaknessOpposing element. Takes additional damage
from explosive attacks.
Extra N/A