robot rescue - gdd

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    Isak berg Nordmark Jakob Have

    Game Design Document

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    IntroductionRobot rescue is a platformer puzzle game, in which the player has to traverse a 2D levelalongside a group of larger mindless robots. The player avatar is a smaller, faster and smarter

    robot, trying to rescue the others from an evil factory. The player can modify the robots and givethem abilities to help them reach the goal.The game is viewed from the side as what has become known as 2,5D.The playable part of the level is made up of cubes. These form the basis for the puzzles as someof them can be destroyed and other cant.

    Game goalThe player must take himself and a number of the robots from the starting point to the finish.

    Failstates The player succumbs to one of the hazards in the level. Hazards will be explained in the

    Environment section. The player is trapped and will be forced to restart the level. The minimum requirement for how many robots to save is not met at the end of the level.

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    Robots

    When a robots encounters a 2cube or higher obstacle it turnsaround and continues in theopposite direction.

    If the robot encounters a 1 cube highobstacle, it will jump onto it.

    FallingIf a robot falls morethan 9 squares it isdestroyed.

    CollisionRobots do not collide witheach other or the player.

    If the robots have beenclumped together, theywill spread apart whenthere is room enough to doso.

    MovementThe robots will follow a fixed movement pattern, depending on what obstacles they encounter

    in the world. When nothing is in front of the robot it moves forward at a fixed speed. This addsstress and timing elements in the puzzles. (e.g. save the robots before they fall in a pit or activatean ability at the right time)

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    AbilitiesModifyThe player can rebuild the robots or refit them with equipment that allows them to break their

    normal movement cycle. This part is essential to the puzzles and is what allows the player tobring himself and the robots to the goal.

    A key aspect is that abilities are limited, making it part of the puzzle to figure out what abilityto use at what point during the level.It is important that the abilities are connected to the robot theme, to make the mechanics makesense in the story.

    PickupsSome levels will have pickup points,where the player can find a supply of aspecific ability. This will allow for more control over the puzzles, bylimiting the options for the player when the level begins. It can also beused to enhance the platformer element of the game.(e.g. the player has to traverse do a series of rapid jumps to to pickupa new ability and make his way back to the robots with it).

    Build stairsLays out a cube in front of the robot, in jumps onto itand lays out another. Rinse and repeat 5 times.The Ability is disabled if the robot changesdirections. This is a way of traversinggaps or getting out of pits.

    PlatformAdds a platform on top of the robot, which arobot can hit to break a fall or the player canstand on.

    This allows the player to reach beyond theusual 2 cubes vertical limit with a normaljump. And can be used to save a robot from afall without a lander.

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    AbilitiesDig forwardRemoves cubes in front of the robot until there is none left to remove or it hits an indestructible.

    The danger of using this can be digging outside the level or into a hazard.

    Dig downRemoves cubes under the robot until there isnone left to remove or it hits an indestructible.The danger of using this can be digging outsidethe level or into a hazard.

    Blockers

    The robot stops and act as a wall, effectively stop-ping other robots from continuing in that direction,while the player can still continue past it.

    The blocker is active for a fixed time. Each timethe player adds one it stacks (e.g. the player addsblocker three times will consume three of theability and the robot blocks for three times aslong).

    When the time has passed, the robot continues inthe direction it was headed when the blocker wasapplied. This allows some form of control over therobots while the player moves to a new position.

    LanderThe robot fires a thruster beforehitting the ground, saving it fromdying from an otherwise lethalfall.

    This can be combined withdiggers or stairs layer to take therobots to otherwise unreachableplaces.

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    EnvironmentLavaInstant death volumes placed in pits. This

    adds gameplay to both platformer andpuzzle element, forcing the player to takea specific route or get creative in trying totraverse the danger.

    ShockersWill cause the robot to pause for a fewseconds before moving on. Alternativevariant of the shocker holds all robotsand lets them out at a fixed interval. The

    player is not affected by these. Thisenables more control over timing basedpuzzles, resetting the space between therobots. It can also add a danger element ifthe shocker is placed beneath a crusher.

    CrushersCan be based on a timer or activated by

    a trigger. If the player or a robot is hit byone it will instantly die. This enables tim-ing puzzles or trigger based puzzles (e.g.the player has to run from switch to switchto let the robots through).

    SawsWill instantly destroy player or robot ontouch. This hazard can add stressfactor(e.g. the robots are walking towards itand you need to save them) and give aplatforming element to make it harder tomove around the level.

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