trapper second year gdd
TRANSCRIPT
-
8/9/2019 Trapper second year GDD
1/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 1 15/01/2010
Trapper
A Clichd and comic tale following the adventures of renowned monster hunter
Clovis D. Vandertrap and his womanising sidekickAn inanimate rabbits foot
named William.
Playstation 3
-
8/9/2019 Trapper second year GDD
2/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 2 15/01/2010
Table of Contents1.0 Overview ........................................................................................................................................... 3
1.1 Key themes/ ambience/ attitude ................................................................................................. 3
1.2 Game Story outline ....................................................................................................................... 3
1.3 Overall Game flow ........................................................................................................................ 41.4 World ............................................................................................................................................ 4
1.5 Non player characters ................................................................................................................... 5
1.6 Time and space ............................................................................................................................. 5
2.0 Interface ............................................................................................................................................ 6
2.1 Camera .......................................................................................................................................... 6
2.2 Game Interface ............................................................................................................................. 7
2.3 Menu Screen ................................................................................................................................. 7
2.4 Select menu .................................................................................................................................. 8
2.5 Controls ......................................................................................................................................... 9
2.6 Player Feedback ............................................................................................................................ 9
3.0 Player Statistics and abilities ........................................................................................................... 10
3.1 The player character: .................................................................................................................. 10
3.2 Character Statistics: .................................................................................................................... 10
3.3 Player Abilities ............................................................................................................................. 12
4.0 Monetary system ............................................................................................................................ 13
4.1 How to get money ....................................................................................................................... 13
4.2 What to spend money on ........................................................................................................... 13
4.3 Warehouse system...................................................................................................................... 13
4.4 Inventory system ......................................................................................................................... 135.0 Experience and character progression ........................................................................................... 14
6.0 Combat system ............................................................................................................................... 16
6.1 Melee Attacks ............................................................................................................................. 16
6.2 Ranged attacks ............................................................................................................................ 17
6.3 Combos ....................................................................................................................................... 17
6.4 Traps and Status effects .............................................................................................................. 18
7.0 Items ............................................................................................................................................... 19
7.1 Healing pills ................................................................................................................................. 19
7.2 Trap components ........................................................................................................................ 20
7.3 Weapons ..................................................................................................................................... 20
7.4 Armor .......................................................................................................................................... 22
7.5 Enhancement Materials .............................................................................................................. 23
7.6 Misc Items ................................................................................................................................... 23
8.0 Enhancement system ...................................................................................................................... 24
9.0 Demon Power and Trap system (magic) ......................................................................................... 25
10.0 Missions ........................................................................................................................................ 27
11.0 Enemies ......................................................................................................................................... 29
12.0 Area Specifics: ............................................................................................................................... 31
-
8/9/2019 Trapper second year GDD
3/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 3 15/01/2010
1.0 Overview
1.1 Key themes/ ambience/ attitude
The game is a clichd comic adventure for the Playstation 3 console, this will be reflected upon
visual style of the game keeping it very cartoon like. The intended demographic will be 12+ to allow
for some adult humour which the game will feature heavily, not unfamiliar to that of Jak II (2003).
1.2 Game Story outline
Orphaned as a boy and taken in by the Holy Order, Clovis D.Vandertrap remembers little of his
family, all that ties him to them is his fathers surname and chest of possessions given to him by his
mentor, Bascom Wallace. Bascom tells Clovis that his father was once the best monster hunter in
existence and because of this he must strive to be better and stronger in order to seek revenge.
When reading through his fathers journal one afternoon Clovis notices a passage aimed specifically
at him which states that a friend lies within a false bottom of the chest. After some examination
Clovis managed to unlock the false bottom to find nothing but a rabbits foot necklace. Equipping the
necklace he instantly starts to hear a voice in his head, the voice explains that his name is William an
ancient roman general and demon hunter who shaped his father into the best hunter to have
existed. After Telling Clovis that his father was murdered by an almost omnipotent demon named
Etrigan, he explains that he himself was his fathers insurance policy and has been instructed to train
Clovis and prepare him to face Etrigan.
After Completing his first mission for the Holy Order Clovis is aged 18, the youngest certified
monster hunter of all time. He is now able to accept missions from the Holy Order and other various
sources. Monsters are running rife and the task of tracking seven of the most powerful falls to Clovis,
who is prepared to do anything for information regarding Etrigan.
Against advice from William who claims he isnt ready, Clovis heads off in search of The Mummy.
After wading through its lackeys like cannon fodder an arrogant Clovis finally comes face to face with
Mummy itself, although he soon finds out that this is a different enemy entirely. On the precipice of
defeat, about to be struck down, Clovis consumed by searing anger reaches for The Mummy...it
instantly combusts and is blown to pieces.
Afterwards William explains that Clovis has Etrigans blood within him as it was secretly fed to him
and a number of children by the demon himself as a child. William and his father didnt know how
this would affect Clovis, now they do ... Clovis is half Demon.
After hunting down the 5 remaining monsters and gaining strength as he goes Clovis is now stronger
than ever, with Demon Powers and The Holy Order at his disposal he hunts down the final piece of
the puzzle, A rogue hunter named Dr. Millard Rush. After discovering his demonic blood can be used
against him Clovis decides to train himself resist holy magic, doing this earns him the attention of
other hunters and angelic like creatures. Now as well as having hell spawn, demons and monsters to
contend with he also has the forces of good in his way... deciding that he is too close to his target to
be deterred he continues by any means necessary.
Coming face to face with Etrigan, Clovis discovers that he isnt a demon at all and actually a castdown angel who drinks demon blood to remain hidden. This makes Clovis some kind unnatural
-
8/9/2019 Trapper second year GDD
4/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 4 15/01/2010
abomination to both sides, a risk. After Killing Etrigan, content with his act of deicide Clovis retires to
try and live a life without being hunted... at least for a little while.
1.3 Overall Game flow
The game will be compartmentalised in chapters which will slowly edge you towards your overall
goal. There will be a main objective to complete in each chapter but also side quests, essentially the
game is free roaming but with a head objective required to complete each chapter and advance the
plot.
The missions will insure that the player will have raised at least 5 levels every two chapters. Learning
a trap in-between and cumulating on Clovis learning a new Demon power at the end of every second
chapter. Overall the game will have ten chapters eight of them ending in a boss fight.
Boss fights in order:
The Mummy
Nosferatu Dr. Jekyl Jack the Ripper Frankensteins Monster (Skin) Dracula Dr. Millard Rush (Rogue Holy Order) Etrigan (Final boss)
Abilities in accordance with story
Chapter Demon power Trap Combo
1 1
2 1 1
3 1
4 1 1
5 1 1
6 1
7 1 1
8 1 1
9 110 1 1
1.4 World
The world of Trapper is loosely based on the 18th
century, somewhat Van Hellsing-esque, plagued
with monsters ghosts and a whole host of supernatural goings on. All in all there are 6 different cities
to visit and explore, each with their own feel and very own classic villain. From 18th
century England
to Transylvania the player hunt monsters and complete missions to further his goal. Travel from
location to location will be done using a quick travel where the player can select the desired location
from the world map.
-
8/9/2019 Trapper second year GDD
5/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 5 15/01/2010
1.5 Non player characters
Bascom Wallace:
An older hunter and Clovis mentor and guardian, you have known Bascom from an early age andcare for him deeply. Hes obsessed with modifying his equipment for no other reason than that he
can; refusing to explain the thought process behind these modifications he makes a joke out of it.
From time to time he will relay missions to be completed for The Holy Order.
The Blacksmiths:
Found within every port of call The Blacksmiths run a successful equipment enhancement business.
For a reasonable price they will enhance your equipment with any stones you have found. You can
access the enhancement window by initiating dialog with this character.
The General Dealer:
Usually found in possession of pills, weapons, armor and if asked nicely a number of trap
components such as blood vials and rock salt. Everything you need can be bought from these dealers
which can be found in every town city and village.
William:
An ancient roman general and demon hunter whose soul is trapped in an inanimate rabbits foot.
Constantly sarcastic, womanising and doubtful its lucky that the only person to hear him is Clovis,
although he does have his uses. As an ex demon hunter and roman general he has skills to teach
Clovis as he progresses.
1.6 Time and space
The use of time and space in Trapper is centred on combat only:
Examples:
Space within the game is measured in meters and applied in many abilities such as rangedattacks and demon powers.
Time in trapper is measured in seconds, the grand pentacle trap paralyses for a duration of12 seconds and a purple pill has a cool down of 60 seconds.
-
8/9/2019 Trapper second year GDD
6/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 6 15/01/2010
2.0 Interface
2.1 Camera
The majority of the game will stick to an over the shoulder 3rd
person perspective as shown below.
However when there are special skill to be applied, such as a devil trap or AoE attack the camera will
switch to an isometric view enabling you to quickly decide where to place it.
-
8/9/2019 Trapper second year GDD
7/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 7 15/01/2010
2.2 Game Interface
The interface will somewhat follow the traditional adventure RPG structure. Split into two simple
parts.
Avatar: Shows the players avatar (Clovis) which will show different levels of injury in relationto the health bar.
Health Bar: Anytime the player takes damage from melee combat, explosions, or magic, thehealth bar depletes and the screen darkens in relation to amount of health remaining.
Demon power: When the player uses any demon power DP is deducted from this bar, muchlike mana.
Mini map: Used to navigate different areas. Points of interest are marked with differenticons.
Skill Bar: This shows the currently assigned skills and powers plus their corresponding d-padbuttons.
XP bar: Shows the amount of XP required for the player to reach the next level
2.3 Menu Screen
The screen you are first presented with, the left analog stick will be used to navigate and the square
button to select your choices.
Resume: this enables you to resume your last saved game. New Game: Selecting this starts a new game. Load game: Brings you to a selection of previously saved games. Options: Opens the options screen where you can set game parameters. Credits: Rolls the games credits.
Mini
map
Health Bar
Demon power
Skill bar
X bar
Avatar
-
8/9/2019 Trapper second year GDD
8/31
-
8/9/2019 Trapper second year GDD
9/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 9 15/01/2010
2.5 Controls
The control system will allow for seamless interaction between Ranged, Melee and Magic type
combat. Enabling the player to integrate the three into combo attacks.
2.6 Player FeedbackFeedback will be given in several different ways, visual, auditory and vibrational.
Auditory feedback:
Low on mana: When Clovis is low on mana and does not have enough to use the desireddemon power he will inform the player in a sarcastic and funny manner.
Near death: when Clovis is badly injured either he or William will let the player know. Blocking an attack: When a player blocks an attack you will hear *ting* deflection noise. Type of attack: Different types of attack will have different noises, if the player hears the
swish of an arrow they know they are being attacked at range.
Visual feedback:
Avatar/screen feedback: As the health bar depletes the avatar will appear more injured andthe screen will darken to give the illusion of fainting.
Target: A circle around the enemys feet will show who the player is targeting. Block: If an attack is successfully blocked, a flash of sparks from the melee weapon will show
this.
Knockback: if they player is hit with a particularly damaging attack, they will suffer aknockback effect.
-
8/9/2019 Trapper second year GDD
10/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 10 15/01/2010
Vibrational feedback:
Charge attack: When the player uses a charge attack the controller will go through stages ofvibration. When this is at its strongest, the attack is fully charged.
Knockback: When the players suffers an attack that causes knockback, the controller willvibrate violently.
Demon Powers: When certain powerful demon powers are used, the controller will vibratein relation to their effect.
Combos: When combos are activated the controller will vibrate in accordance to their effect.
3.0 Player Statistics and abilities
3.1 The player character:
The protagonist of Trapper is renowned monster hunter Clovis D.Vandertrap, Trapper to his friendsand enemies. The history of Trapper is a murky one with many grey areas. He is unexplainably able
to use what seems like Magic , yet these powers have been shunned as demonic by the Holy Order.
To a lot of the people he encounters, Trapper appears to be on the verge of sanity, constantly talking
to himself. In reality he is completely sane and conversing with his sidekick William A womanising
but brilliant demon hunter and ancient Roman general, whose soul has been trapped in an
inanimate rabbits foot. Only the bearer can hear William, and that bearer happens to be Clovis.
History:
As a boy Clovis was a perfectly normal child, his father on the other hand... not so much. A Paragon
of his kind Halvar Vandertrap was the best monster hunter in existence, until he bit off more than
even he could chew. He had learned that most powerful of demons, Etrigan, had been feeding
selected children his blood while they slept and Clovis was one of them. Not long after this discovery
Clovis came home one day to find his family had been murdered, he was immediately taken into
care by Bascom Wallace of the Holy Order and gifted with a chest that his father left for him.
Through the Holy Order Clovis was trained to be the monster hunter he is today.
3.2 Character Statistics:
There will be 4 primary modifiable character statistics that are used within Trapper.
Strength measures the character's physical prowess, and directly affects the damage a character
deals in physical combat. It also contributes to the accuracy of melee attacks.
Increases damage from all weapons except ranged. Increases attack score in melee combat by 0.5 for each point purchased. Increases physical resistance by 0.5 for each point purchased. Prerequisite for weapon talents and higher-level armor and weapons.
-
8/9/2019 Trapper second year GDD
11/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 11 15/01/2010
Willpower represents health and resilience. Higher willpower directly increases the amount of
damage a character can take before falling on the battlefield. Willpower also represents a
character's determination and mental fortitude. With a high willpower, the character can use demon
powers more frequently.
Increases health by 5 for each point purchased. Increases physical resistance by 0.5 for each point purchased. Increases DP by 5 for each point purchased. Prerequisite for many Demon powers. Contributes to mental resistance.
Intelligence represent the characters ability to memorise and research different devil . A higher
intelligence will lead to more devil traps being memorised before a mission.
Increases amount of devil traps memorised by 0.2 for each point purchased. Prerequisite for and devil traps.
Agilityis a measure of reflexes, and balance. Higher agility improves the characters chances to hit,
makes the character more likely to dodge incoming blows, and contributes to the damage dealt by
ranged weapons such as crossbows.
Increases attack score in melee combat by 0.5 for each point purchased. Increases attack score in ranged combat by 1 for each point purchased. Increases armor rating by 0.5 for each point purchased. Increases physical resistance by 0.5 for each point purchased. Prerequisite for ranged weapons.
Secondary stats are calculated based on equipment and primary stats.
Armor Rating represents how hard the character is to hit. This number is determined by armor
worn and the characters agility score.
Attack Score represents the roll modifier when attempting to hit a target.
Ex. (d20+ attack score) vs. (d20+ armor rating)
Physical resistance represents the roll modifier when trying to resist an enemy skill that may result
in knockback or knockdown.
Ex. (d20+ strength) vs. (d20+ Physical resistance)
http://dragonage.wikia.com/wiki/Combat_Mechanics#Defensehttp://dragonage.wikia.com/wiki/Combat_Mechanics#Defense -
8/9/2019 Trapper second year GDD
12/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 12 15/01/2010
3.3 Player Abilities
The player has many abilities for combat and exploration, including some context sensitive actions.
Running: The player can run instead of walking by pressing in the R3 button to togglebetween running and walking.
Blocking: The player can attempt to block by holding the X button, this will give the player a+5 modifier to his armor rating.
Evade: While blocking the player can move the analogue stick in any direction to perform aquick dodge, this increases the players +5 blocking modifier to +8. This takes time to recover
from.
Melee attack: The player can use the square and triangle buttons to initiate a melee attack,there are two types of attack, fast attacks which do less damage and strong attacks which
are slow but do heavy damage.
Ranged attacks: The player can use ranged weapons to attack enemies from afar, L1 is usedto aim and R1 used to fire the weapon.
Demon power/traps: Clovis can use his demon powers or devil traps by pressing theassigned d-pad buttons.
Lock on: The player can lock on to an enemy to make combat easier by using the R1 buttonwhile not aiming a ranged weapon.
Context sensitive actions: throughout missions the player will be required to open doors,examine and climb etc. This can be done when a context sensitive action appears on the
screen, they can be activated by pressing the X button.
-
8/9/2019 Trapper second year GDD
13/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 13 15/01/2010
4.0 Monetary system
The monetary system in Trapper is simple, it is based around copper, silver gold and platinum.
100 copper = 1 silver. 100 silver = 1 gold. 100 gold = 1 platinum.
This is a universal currency within the game and can be used anywhere to purchase weapons,
potions etc.
4.1 How to get money
A lot of the players money will come from completing missions for the Holy order. As well as
completing side quests for various NPCs, another source of income is selling equipment collected
while carrying out these missions to a broker
4.2 What to spend money on
Primarily there are five different ways to spend your money in trapper, each of these benefiting the
player character in one way or another.
Weapons. Armor. Accessories. Potions. Items.
4.3 Warehouse system
Within Trapper there is a warehouse system so the player can store items he is not able to use yet,
or craft items he does not have room for.
Space: the warehouse system will have 50 storage slots, items take up one slot andduplicate items can be stacked.
Cost: it costs 1 silver to store an item, which is paid when the item is taken out of thewarehouse.
4.4 Inventory system
The inventory systemworks just like the warehouse system but without the cost. There are 50
square inventory slots for the player to use, duplicate items can be stacked.
-
8/9/2019 Trapper second year GDD
14/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 14 15/01/2010
5.0 Experience and character progression
Clovis grows in strength as he gains experience during his quest to exact revenge upon Etrigan.
Experience can be gained from completing missions and turning them in to the mission giver.
Experience will not be given for killing monsters enabling the player to choose how he completes the
mission objectives.
As Clovis gains experience, he will level up, gaining additional combos, demon powers and stat
points. In addition, he will be able to wield more powerful weapons and wear higher quality armor.
The maximum level in game is 25 and the player will receive 3 stat points every level to spend on
strength, willpower, intelligence and agility.
The player will have a total of 75 stat points to spend. There are 7 combo points to spend from level 1-25. The player will gain 4 devil traps and 5 demon powers from level 1-25.
Level Experience Ability Combo point
1 1 1
2 2001
3 4401
4 7401 1
5 11001 1 dp
6 14901
7 19401 1 trap
8 24401 1
9 29901
10 35901 1dp
11 42401
12 49401 1
13 56901
14 64901 1 trap
15 73401 1dp
16 82401 1
17 91901
18 101901
19 112401
20 123401 1dp 1
21 134901 1 trap
22 146901
23 159401
24 172401 1
25 185901 1 trap 1 dp
-
8/9/2019 Trapper second year GDD
15/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 15 15/01/2010
The graph shows the exponential curve of the experience system. This curve insures that the player
is constantly challenged throughout the game. The first 7 levels are all within 20k experience; these
can be considered the tutorial levels where the player is still learning.
After that levels per 20k experience decrease to 3 between levels 7 and 16 this can be considered
mid game where the player character will have access to mid game items and skills. From that pointonward the player will receive 2 levels per 20k until level 24 and 25 which are the hardest to obtain
but unlock the best abilities.
6.0
0
20000
40000
60000
80000
100000
120000
140000
160000
180000
200000
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Level and experience curve
-
8/9/2019 Trapper second year GDD
16/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 16 15/01/2010
6.0 Combat systemThe combat system in Trapper incorporates seamless interaction between Ranged, Melee and Magic
type combat. Enabling the player to integrate the three into combo attacks.
6.1 Melee Attacks
The chance to hit an enemy is centred on d20 dice rolls, the attack score of the player and the armor
rating of the enemy. These formulas also apply for when the player character is being attacked. For
example:
Action Light Melee Attack
Type Melee
Target Enemy
Success (d20+attack score) vs. (d20+armor rating)
DP cost 0
Range Touch
Effect (Strength + weapon damage) damage to target
Notes This is a fast melee attack, to determine how much damage is dealt use the weapon
damage (ex. 11.90) and add your strength.
Action Heavy Melee Attack
Type Melee
Target Enemy
Success (d20+attack score) vs. (d20+armor rating)
DP cost 0
Range Touch
Effect (Strength +( weapon damage + 100%)) damage to target
Notes This is a heavy melee attack, to determine how much damage is dealt use the
weapon damage (ex. 11.90), double it and then add your strength.
A successful light melee attack would be (19+22) vs. (11+25) the amount of damage the monster
would receive depends on the weapon and strength so (41+11.90) would mean that the monster
would take 53 damage. If this were a successful heavy attack the weapon damage would be doubled
and the monster would take 67 damage.
-
8/9/2019 Trapper second year GDD
17/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 17 15/01/2010
6.2 Ranged attacks
Work in a similar way but takes the current distance of the enemy from the player into
consideration. For example:
Action Shoot
Type Ranged attack
Target Enemy
Success (d20+attack score) vs. (d20+armor rating + range)
DP cost 0
Range Any
Effect (Agility + ranged weapon damage) damage to target
Notes This is a standard ranged attack. It works much like a melee attack but with a range
penalty.
This attack works the same as a melee attack but uses agility for the damage modifier and suffers a
range penalty of 5 for every 10 meters. If an enemy is 30 meters away the formula would read
(d20+attack score) vs. (d20+armor rating + 10).
6.3 Combos
These are activated by using attacks in succession and add modifiers to damage or status if
executed correctly. For example:
Action Demon Fire combo
Type Demon power attack
Target Enemy
Success AutomaticDP cost 30
Range 1 meter
Effect (Willpower + power damage + (strength/2)) fire damage to target
Notes The Demon Fire combo is activated by inputting 2 light attacks, 2 heavy attacks and
then activating the power Demon Fire. This combo effectively adds half your strength
modifier to the Demon Fire attack. Has no effect on fire based creatures but has a
50% damage modifier when used against ice based creatures.
This combo lets the player add half their strength modifier to an otherwise willpower governed
attack. The first 4 attacks are counted as melee attacks and are a prerequisite to activating the
combo. After these attacks the player character fires an explosive fireball at point blank range which
cannot be dodged.
The damage is calculated as above, for example (32 + 15 + (41/2)) with these stats the Demon Fire
combo would equate to 67 fire damage. If this combo were used against an ice type creature the
damage would equate to 100.
-
8/9/2019 Trapper second year GDD
18/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 18 15/01/2010
6.4 Traps and Status effects
These are the tricks of the trade used by the holy order, Items are required to use them and they
are drawn on the floor in the form Devil trap. They often have status and holding effects and can be
combined with other traps or demon powers for surprising results
Action Devil trap Grand Pentacle
Type Trap
Target Enemy
Success (Willpower + intelligence) vs. Physical resistance
Item cost 1 bag of salt (requires certain items present in inventory)
Range Any
Effect If an enemy activated the trap it is paralysed for 12 seconds.
Notes The grand pentacle is a trap designed to paralyse the enemy. It is activated when an
enemy steps onto the trap.
If an explosive demon power is cast within the trap, the effect becomes AoE within
20 meters.
Paralyse: This renders the victim completely helpless and unable to move for theduration unless they resist due to a physical resistance check.
Blocking: if blocking is occurring armor receives a +5 boost. Hexed: This gives the victim a -25% penalty to their attack bonus and also increases
the modifier of elemental attacks against them by +25%.
Weakened: This halves the strength modifier when using melee attacks. Poisoned: Depending on the strength of the poison the victim will take damage
every 5 seconds. This can be resisted (intelligence vs. Physical resistance). Stunned: The enemy is stunned for 3 seconds, unable to act. This can be resisted
with a physical resistance check (Str vs. Physical resistance).
Knockback: The victim is knocked back interrupting their action. Resisted using aphysical resistance check (Str vs. Physical resistance).
-
8/9/2019 Trapper second year GDD
19/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 19 15/01/2010
7.0 Items
7.1 Healing pills
While Clovis is not in combat his health regenerates slowly, but for when the enemy has gained the
upper hand in a battle the Holy Order has developed magic pills that magically knit open wounds
and mend fractured bones instantly. There are many different kinds of pills; they vary from instant
and prolonged healing effects to antidotes for almost any poison.
When the player decides to use a pill it will take 2 second for the avatar to reach into his pouch and
the consume the pill.
Examples:
Name Purple Health pill
Cooldown 60 seconds
Price 50 silverEffect The purple health pill
regains 10% of Max HP
every 5 seconds for 25
seconds.
Name Green Health pill
Cooldown 120 seconds
Price 2 Gold
Effect The green health rids
the player of mostweakening effects,
including Poison and
Hexes. Does not work
for paralysis.
.
Name Red Health pill
Cooldown 60 seconds
Price 1 goldEffect The red health pill is a
potent instant healing
pill. It instantly recovers
50% of the players Max
HP
-
8/9/2019 Trapper second year GDD
20/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 20 15/01/2010
7.2 Trap components
The Holy Order in their centuries of fighting monsters and demons have developed their own kind of
magic. Strongly based on the occult most of these involve drawing symbols with various materials
that arent demon or monster friendly. They range from vials of blood to bags of salt, and even holy
water.
Examples:
Name Rock Salt
Cooldown 0
Price 50 silver per bag
Effect Rock Salt is used in a lot of
situations while battling
Ghosts and Demons. Its
most useful application is
the Grand Pentacle devils
trap which paralyses the
enemy.
7.3 Weapons
There are two basic types of weapons within Trapper, melee weapons and ranged weapons.
Melee weapon types:
Sword Normal attack speed (Medium Damage) Hammer Slow attack speed (High Damage) Axe Normal/slow attack speed (Normal / High Damage) Rapier Fast/Normal attack speed (Low/High Damage) Dagger Very fast attack speed (Low Damage)
Ranged weapon types:
Crossbow slow/ one shot reload (High Damage) Gun slow/ 6 barrel reload (Medium Damage)
Name Blood Vial
Cooldown 0
Price 50 silver per vial
Effect Blood vials are used in the
high end devils traps. It is
mostly used to draw traps
that banish demonic
enemies.
Name Liquid Silver
Cooldown 0
Price 5 gold per vial
Effect Liquid Silver is an
expensive but necessary
component in traps that
deal with vampires andthe like. Usually used in
weakening and damage
over time traps.
-
8/9/2019 Trapper second year GDD
21/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 21 15/01/2010
Examples:
Name Broad Sword
Type Melee, Sword
Prereq. Lvl.7 18 str
Damage 8.40Effects 10% chance of causing
knockback.
The broad sword: A general two-edged blade popular from the 6th century onward. Ranging in
length from 30" to 42" in length and weights around 1.3kg, they were the pinnacle of medieval
European sword technology. An agile fighting weapon capable of delivering dismembering cuts
without being slow or clumsy.
Bascoms Revolver:This is a 6 chamber revolver once used by Bascom of the Holy Order. It has a
distinct bronze finish with two barrels which fire simultaneously; because of this it requires reloading
every three shots. The double barrel feature gives it a chance to stun the enemy, years of care andmodification from Bascom has made it easier to use giving a +3 bonus to agility. When Clovis asked
about his double barrel modification he replied I put a gun on my gun, so I can shoot while I shoot.
The Skin Hammer: Wielded by Frankensteins monster who had taken the Skin for his own. The
hammer is a heavy melee weapon covered in badly stitched skin harvested from his victims, because
of its size it grants +10 physical resistance and a 15% chance of stunning the enemy.
Name Bascoms Revolver
Type Ranged, Gun
Prereq. Lvl.16 26 Agility
Damage 13
Effect +3 Agility and 5%
chance of stunning the
enemy.
Name Skin Hammer
Type Melee, Hammer
Prereq. Lvl.15 32 strength
Damage 16.40
Effect Grants +10 Physical
resistance and a 15%
chance of stunning the
enemy.
-
8/9/2019 Trapper second year GDD
22/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 22 15/01/2010
7.4 Armor
There are 4 areas where the player can equip armor in trapper.
Head Hands Torso Feet
For each area you can equip armor which will add to the overall armor rating of the character, if a
matching suit is equipped the player receives extra bonuses.
Examples:
Hunters Hat: A hat given to hunters from the Holy Order after completion of their first official
mission. If worn with the hunters Jacket, boots and gloves the player receives a +10 attack score
bonus
Armored Duster: A leather duster jacket with chainmail in the seams, it looks like a normal Jacket
but is extremely heavy. The weight of the jacket adds to the players physical resistance, making him
harder to knockdown and stun.
Bascoms Trapper gloves: A pair of armoured gloves used by Bascom of the Holy Order. Renowned
for modifying his equipment these gloves can half the time it takes to use Devils traps due to the
dispenser built into the wrist. When Clovis asked about his glove modification he replied I put a
glove on my glove, so I can draw while I draw.
Name Hunters Hat
Type Armor, Head
Prereq. Lvl.5Armor +3
Effect +1 agility
Name Armored Duster
Type Armor, TorsoPrereq. Lvl.10 22 str
Armor +8
Effect +5 Physical resistance
Name Bascoms Trapper gloves
Type Armor, Hands
Prereq. Lvl.16 20 int
Armor +6
Effect Halves time taken to draw
Devils traps.
-
8/9/2019 Trapper second year GDD
23/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 23 15/01/2010
7.5 Enhancement Materials
Throughout Trapper the player will come across stones which can be used to enhance his equipment
at any blacksmith in the game world. There are three grades of stones:
Flawed Stones. Clear Stones. Flawless Stones.
Example:
7.6 Misc Items
These items are useless to the player but NPCs throughout the game buy them for a price, or
request them in their missions. They can be sold to a vendor Ex. Ectoplasm sells for 10 silver.
Name Flawed Fire stone
Type Enhancement stone
Prereq. N/A
Effect Socketing this stone into
your weapon will give you
+2 fire damage to yourattacks. If used with armor
it will grant 4% fire
resistance.
Name Flawless Poison Stone
Type Enhancement stone
Prereq. N/A
Effect Socketing this stone into
your weapon will give you
a 20% chance to poisonyour enemy. If used with
armor it will grant 20%
Poison resistance.
Name Flawed Grey stone
Type Enhancement stone
Prereq. N/A
Effect Socketing this stone into
your armor will grant +2 to
physical resistance.
-
8/9/2019 Trapper second year GDD
24/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 24 15/01/2010
8.0 Enhancement system
The enhancement system within trapper is centred around stones that can be socketed into your
weapons and armor. Once these stones are part of the weapon they exhibit special qualities such as
a burning blade that would inflict fire damage. There are three grades of stones within Trapper:
Flawed stones. Clear stones. Flawless stones.
Each weapon within the game has 2 enhancement slots which can each be filled with one stone.
Armor on the other hand only has 1 enhancement slot which can be filled, this is due to the fact you
can wear more pieces of armor than you can wield weapons.
The weapons are enhanced by taking them to a blacksmith NPC, he will then present you with theenhancement screen where you place your stones and weapon. Once you have placed the desired
stone in the slot you press confirm and your weapon/armor has been enhanced.
There is a cost associated with enhancing your weapons however, the price is directly related to the
quality of weapon you want enhanced, and the quality of stones you wish to use. The levelrequirement of the equipment you want upgraded directly effects the cost. Enhancing a sword with
a level requirement of 20 using one flawless stone would cost 35 gold.
Example:
Flawed 5 gold Clear - 10 gold Flawless 15 gold Level req. 1 level = 1 gold (level 20 sword = 20 gold)
Weapon
Stone Stone
Inventory
Confirm
Cost
-
8/9/2019 Trapper second year GDD
25/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 25 15/01/2010
9.0 Demon Power and Trap system (magic)
Magic in Trapper relies on Clovis Demon Powers which stem from him being fed demon blood as a
child, and the Holy Orders Devils traps which stem from centuries ofoccult research. Each are
governed by a different skill, and each has their own requirement system.
Demon Powers require energy which is governed by Willpower. Devils traps have an intelligence requirement and need item components such as Rock Salt.
The system will have an elemental circle of four as shown below. Each element will have a weakness
and strength. For example fire is strong against water but weak against wind. This weakness is
shown by enhancing the damage of said strengths by 50% and reducing the damage dealt by 50% if
the element is weak.
Example:
Fire cast against water = +50% Fire cast against wind = -50%
Examples
Action Demon Fire
Type Demon power -Fire
Target Enemy
Damage 30
DP cost 30
Range 15 meters
Effect (Willpower + damage) fire damage to target
Notes Demon fire is a magical attack in which Clovis uses sheer willpower and the
demon blood within him to summon an explosive ball of flame to his palm.
Can be combined with Grand Pentacle Trap.
-
8/9/2019 Trapper second year GDD
26/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 26 15/01/2010
Action Demon Blood Control
Type Demon Power - Water
Target Enemy
Damage 10 every 5 seconds Can be interrupted.
DP cost 50
Range 10 metersEffect Target held until it passes a resis. check (Willpower +Str) vs. Physical resis.
Notes A power often used by demons to paralyse their target. It allows for direct
control of the blood within the enemy, paralysing them and inflicting
damage over time until it is interrupted by an attack or the target passes a
resistance check. Can be combined with the Grand Excelsior to banish a
demon instantly.
Action Grand Excelsior Devils Trap
Type Devils Trap - Earth
Target EnemyDamage 0
Item 1 Vial of blood
Range Touch
Effect Target is unable to leave the circle for 10 seconds and becomes hexed.
Notes This trap is learned early on within the holy Order, using blood they are
able to trap an enemy within its borders. This trap is especially effective
against demons, if a demon is caught in the trap and then subjected to
demon blood control they are destroyed instantly.
There are 5 demon powers and 4 traps which are unlocked at key points within the game. However
these powers can be combined by casting them on or within traps for a completely different effect.
When this happens both the power and the trap are consumed.
Example: Demon fire + Grand Pentacle Trap = paralysis to all enemies within 20 meters.
-
8/9/2019 Trapper second year GDD
27/31
-
8/9/2019 Trapper second year GDD
28/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 28 15/01/2010
Mission NPC Jimmy Gough
Experience 700
Reward Werewolf pelt boots 5 gold
Objectives Head to the forest. Kill 5 werewolves for their pelts Defeat werewolf ringleader
Description
Jimmy is a business man, leather tanner by trade. Like any business man he needs to transport his
goods to make a profit, after explaining to you that werewolves have been attacking trade caravans
on his route, he offers you the job of exterminating them. Willing to pay you 5 gold and make you a
nice pair of werewolf skin boots with the pelts collected.
Mission NPC Bascom WallaceExperience 10000
Reward Demon power, new trap, Vampire hunters
sword 100 gold
Objectives Head to Transylvania Follow up leads on Dracula Kill Dracula
Description Storyline quest
Bascom Wallace of the Holy Order tasked with giving you the orders he could not fulfil himself. TheOrder has heard of a possible lead involving Etrigan in Transylvania. It is believed that an ancient
vampire known as Dracula may hold a clue to his whereabouts; you are to travel to Transylvania and
follow up this lead, helping the towns people while you are there. If you complete your task return
to Order headquarters for reassignment.
-
8/9/2019 Trapper second year GDD
29/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 29 15/01/2010
11.0 Enemies
The enemies within Trapper are mostly supernatural in origin, from ghosts and demons to vampires
and werewolves. They are all weak or strong to certain attacks and elements, whether its a ghost
weak to fire or a vampire being strong against melee attacks.
Examples
Mob/ele Werewolf N/A
Weapon Claws 10 Damage
Armor rating 27.5
Strength 30
Agility 25
Willpower 30
Intelligence 20
Description
The werewolf is a fierce creature, which was once human, suffering from an irreversible curse very
few werewolves ever retain their humanity. Werewolves are weak to silver and constantly
regenerate at a rate for 10% max hp every 10 seconds.
Mob/ele Ghost - Wind
Weapon Wind Magic
Armor rating 30
Strength 15
Agility 15
Willpower 50
Intelligence 15
Description
A ghost is a spirit that has not been able to move on and over time has become filled with hatred
lashing out at the living. Ghosts are weak to earth powers and are incorporeal which means that
melee attack against them have a 50% chance of failure.
-
8/9/2019 Trapper second year GDD
30/31
Game Design Portfolio Damien Dixon 08005438
CM0565 Designing Game Mechanics 30 15/01/2010
Mob/ele Shapeshifter - water
Weapon Bone Dagger 12.0 dmg
Armor rating 27.5
Strength 50
Agility 46
Willpower 30
Intelligence 25
Description
The Shape shifter is victim to a genetic disorder, not necessarily hostile and can be reasoned with.
Enemy shape shifters make for a dangerous enemy however, able to take almost any shape you
need a keen eye to spot a shifter when he doesnt want to be seen. Shape shifters are weak to fire
powers and can be completely invisible until they initiate the first attack.
-
8/9/2019 Trapper second year GDD
31/31
Game Design Portfolio Damien Dixon 08005438
12.0 Area Specifics:
Location: Small town of Maldon outside Transylvania
Enemies present: Roaming werewolves in surrounding forests.
Shops
2. General dealer with limited supply available. 5. Blacksmith
Quests: being the starting area in Transylvania there are three quests.
1. Jimmy Gough To skin a wolf located next to general dealer. 3. Marla Singer A haunting in Maldon located in town centre. 4. Mayor Maldon Investigate disappearance located in town hall.