hive sphere (the design so far)

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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