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GDD Confidential C.H.I.P. Page 1 of 48 Game Design Document Burnish Games Version 1.0 Position Title Name Signature Level Design Austin Merritt Level Design Zhefan Mei Software Development Jake Klinkert Art Creation Erik Gutierrez Art Creation Daniel Yang

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Page 1: Burnish Games - zhefanmei.com · GDD Confidential C.H.I.P. Page 1 of 48. Game Design Document . Burnish Games . Version 1.0 . Position Title Name Signature

GDD Confidential C.H.I.P.

Page 1 of 48

Game Design Document Burnish Games

Version 1.0

Position Title Name Signature

Level Design Austin Merritt

Level Design Zhefan Mei

Software Development Jake Klinkert

Art Creation Erik Gutierrez

Art Creation Daniel Yang

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C.H.I.P. Change Log

Milestone Change Reason Date

POCG Pushed back duck, fall, and extra slots for this milestone

The player would need more than one level to understand the other mechanics and their combinations

10/9

POCG Pushed back animation for CHIP’s ability

Time constraints for the lockdown

10/11

VS Committed to 2 levels, one with a jump and one with duck. Committed to giving CHIP slots for filling and playing

The team had a framework for duck instead of the shooting ability we were debating adding

10/15

VS Gave CHIP a boost on ducking

Boost allows for improved level navigation

10/18

VS Cut the midair fall functionality of duck making duck now a dash

The mid-air fall felt clunky and unintentional

10/19

Beta Combined levels 1 and 2 Feedback indicated that combining the levels would make the pacing better

11/5

Beta Redesigned the UI Feedback indicated our UI needs to convey better the order of actions to control CHIP

11/5

Beta Further reworked the UI. Moved slot cache to the same area as the start button to build a connection between these icons. Added yellow direction signs with jump icons to indicate the order

Main Campus feedback indicated our UI changes during the first half of Beta were not clear enough for some players.

11/12

Beta Camera now uses regions Regions allow the player to see more of the upcoming obstacles

11/14

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Table of Contents C.H.I.P. Change Log ................................................................................................................................................................ .. 2

Table of Figures ................................................................................................................................................................ ........ 5

Table of Tables .......................................................................................................................................................................... 6

Concept ........................................................................................................................................................................................ 7

High Concept ........................................................................................................................................................................ 7

Game Pillars ................................................................................................................................................................ .......... 7

Game Description ............................................................................................................................................................... 7

Gameplay Loops .................................................................................................................................................................. 8

Core Loop ................................................................................................................................................................ ......... 8

Gameplay Minute ..................................................................................................................................................................... 9

Gameplay .................................................................................................................................................................................. 12

Hierarchy of Epics ............................................................................................................................................................ 12

Player Objectives .............................................................................................................................................................. 13

Primary: .......................................................................................................................................................................... 13

Secondary: ...................................................................................................................................................................... 13

HUD ........................................................................................................................................................................................ 13

Camera .................................................................................................................................................................................. 14

Gameplay Systems ................................................................................................................................................................ 16

Controls ................................................................................................................................................................ ................ 16

Game Metrics ..................................................................................................................................................................... 16

Conveyance Mechanisms .............................................................................................................................................. 17

Audio Cues: ................................................................................................................................................................ .... 18

Checkpoint System .......................................................................................................................................................... 19

Gameplay Details ................................................................................................................................................................... 21

Main Character .................................................................................................................................................................. 21

Concepts .......................................................................................................................................................................... 21

Character Animation.................................................................................................................................................. 21

Audio Cues: ................................................................................................................................................................ .... 23

Player Movement ............................................................................................................................................................. 23

Idle Movement ............................................................................................................................................................. 23

Abilities ................................................................................................................................................................ ........... 23

Interactable Object Systems ................................................................................................................................... 24

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Audio Cues: ................................................................................................................................................................ .... 24

Audio Cues: ................................................................................................................................................................ .... 25

World Layout ................................................................................................................................................................ ........... 26

Game World Overview ................................................................................................................................................... 26

Level Progression ............................................................................................................................................................. 26

Rising Action Chart ..................................................................................................................................................... 26

Gameplay Chart ................................................................................................................................................................. 26

Level Detail Charts ...................................................................................................................................................... 27

Environments .................................................................................................................................................................... 28

Concepts .......................................................................................................................................................................... 29

Level Details ................................................................................................................................................................ ....... 31

Level: Level-1 ................................................................................................................................................................ 31

Level: Level-2 ................................................................................................................................................................ 33

Level: Level-3 ................................................................................................................................................................ 35

Level: Level-4 ................................................................................................................................................................ 37

Level: Level-5 ................................................................................................................................................................ 39

Menu System ........................................................................................................................................................................... 42

Menu Flow ........................................................................................................................................................................... 42

Menu Description ............................................................................................................................................................. 42

Menu Details ....................................................................................................................................................................... 43

Installation .......................................................................................................................................................................... 43

Title Splash Screens ................................................................................................................................................... 44

Main Menu ........................................................................................................................................................................... 45

Credits Screen .................................................................................................................................................................... 46

Level Select Screen .......................................................................................................................................................... 46

Pause Screen....................................................................................................................................................................... 47

Level Complete Screen ................................................................................................................................................... 47

Game Complete Screen .................................................................................................................................................. 48

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Table of Figures Figure 1-Gameplay Loops .................................................................................................................................................... 8 Figure 2-Single Jump .............................................................................................................................................................. 9 Figure 3-Double Jump ............................................................................................................................................................ 9 Figure 4-Single Dash .............................................................................................................................................................. 9 Figure 5-Double Dash .......................................................................................................................................................... 10 Figure 6-Breaking Boxes 1 ................................................................................................................................................. 10 Figure 7-Breaking Boxes 2 ................................................................................................................................................. 10 Figure 8-Jump Dash combo ............................................................................................................................................... 11 Figure 9-Dash Jump combo ............................................................................................................................................... 11 Figure 10-Hierarchy of Epics ............................................................................................................................................ 12 Figure 11-HUD Guide ........................................................................................................................................................... 13 Figure 12-Camera Regions Guide ................................................................................................................................... 14 Figure 13-Camera Y axis ..................................................................................................................................................... 14 Figure 14- Camera X axis .................................................................................................................................................... 15 Figure 15-Camera region lock .......................................................................................................................................... 15 Figure 11-HUD Guide ........................................................................................................................................................... 16 Figure 17-HUD slotting deactivated .............................................................................................................................. 17 Figure 18-HUD slotting activated ................................................................................................................................... 18 Figure 19-HUD ability deactivated ................................................................................................................................. 18 Figure 20-Checkpoint concept ......................................................................................................................................... 19 Figure 21-Complete concept ............................................................................................................................................. 20 Figure 22-CHIP concept ...................................................................................................................................................... 21 Figure 23-CHIP Jump animation ..................................................................................................................................... 21 Figure 24-CHIP Explosion animation ............................................................................................................................ 22 Figure 25-CHIP Walking animation ............................................................................................................................... 22 Figure 26-CHIP Dash animation ...................................................................................................................................... 22 Figure 27-Saw animation ................................................................................................................................................... 24 Figure 28-1X1 Box breaking animation ....................................................................................................................... 24 Figure 29-1X2 Box breaking animation ....................................................................................................................... 25 Figure 30-Gameplay Chart ................................................................................................................................................. 26 Figure 31-Gameplay Elements Flowchart ................................................................................................................... 27 Figure 32-Background city 1 ............................................................................................................................................ 29 Figure 33-Factory Background tileset .......................................................................................................................... 29 Figure 34-Factory Foreground tileset ........................................................................................................................... 30 Figure 35-Background city 2 ............................................................................................................................................ 30 Figure 36-Factory art assets ............................................................................................................................................. 31 Figure 37-Level 1Map .......................................................................................................................................................... 32 Figure 38-Level 1 Screen capture ................................................................................................................................... 33 Figure 39- Level 2 Map ........................................................................................................................................................ 34 Figure 40-Level 2 Screen capture ................................................................................................................................... 35 Figure 41-Level 3 Map ......................................................................................................................................................... 36 Figure 42-Level 3 Screen capture ................................................................................................................................... 37

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Figure 43-Level 4 Map ......................................................................................................................................................... 38 Figure 44-Level 4 Screen capture ................................................................................................................................... 39 Figure 45-Level 5 Map ......................................................................................................................................................... 40 Figure 46-Level 5 Screencapture .................................................................................................................................... 41 Figure 47-Menu Flow ........................................................................................................................................................... 42 Figure 48-CHIP Icon ............................................................................................................................................................. 43 Figure 49-Unity Splash Screen ......................................................................................................................................... 44 Figure 50-Guildhall Splash Screen.................................................................................................................................. 44 Figure 51-Burnish Games Splash Screen ..................................................................................................................... 45 Figure 52-Main menu........................................................................................................................................................... 45 Figure 53-Credit Screen ...................................................................................................................................................... 46 Figure 54-Level Select Screen .......................................................................................................................................... 47 Figure 55-Pause Menu ......................................................................................................................................................... 47 Figure 56-Level Complete Screen ................................................................................................................................... 47 Figure 57-Game Complete Screen .................................................................................................................................. 48

Table of Tables Table 1-Game Metrics .......................................................................................................................................................... 17 Table 2- UI Audio Cues ........................................................................................................................................................ 19 Table 3-Checkpoint Dimensions ..................................................................................................................................... 20 Table 4-Character Animation Dimensions .................................................................................................................. 22 Table 5- CHIP Animation Audio Cues ............................................................................................................................ 23 Table 6-Saw Dimensions .................................................................................................................................................... 24 Table 7- Saw Animation Audio Cues .............................................................................................................................. 24 Table 8-Crate Dimensions .................................................................................................................................................. 25 Table 9- Box Animation Audio Cues .............................................................................................................................. 25 Table 10-Level Descriptions ............................................................................................................................................. 27 Table 11-Level Difficulty .................................................................................................................................................... 28 Table 12-Level 1 Details ..................................................................................................................................................... 32 Table 13-Level 2 Details ..................................................................................................................................................... 35 Table 14-Level 3 Details ..................................................................................................................................................... 36 Table 15-Level 4 Details ..................................................................................................................................................... 39 Table 16-Level 5 Details ..................................................................................................................................................... 41 Table 17-Menu Description ............................................................................................................................................... 43

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Concept

High Concept • CHIP is a 2D platformer for Android devices in which players must quickly queue

combinations of actions to help a small robot avoid disassembly.

Game Pillars • Platforming

o Fundamentally the game involves platforming challenges requiring jumping and dashing to overcome

• Organization o Players must learn to properly organize their abilities in the queue to initiate

specific combinations of actions to avoid dying • Timing

o Players must do all of this under a time constraint created by CHIP’s constant floating back and forth.

Game Description CHIP was created to be a computing hypersonic industrial prototype robotic device to assist

for mobile missions. In the current time, CHIP is a dilapidated relic that refuses to accept his design as a failure and begins exploring the factory where he originated to prove everyone wrong. Due to CHIP's outdated propulsion system, he is always on the move forcing the player to quickly queue up commands to help CHIP maneuver around the factory. CHIP has two main abilities to help him progress through the factory. The character’s jump allows him to propel himself over obstacles in his path. CHIP’s second ability sends CHIP into a slight crouch and activates a small shield that protects him and destroys crates in its path. CHIP’s dash also allows him to slide under certain areas, but if he ends his dash too early, he may hit the saws above him! Players must learn to slot two abilities into CHIP’s system simultaneously to overcome the more nefarious obstacles in the factory.

The entire game consists of 5 levels challenging the player's dexterity to quickly slot in the available abilities into unique arrangements to help CHIP make his final escape.

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Gameplay Loops

Core Loop

Figure 1-Gameplay Loops

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Gameplay Minute

Figure 2-Single Jump

Figure 3-Double Jump

Figure 4-Single Dash

The player presses the jump icon once as they approach the obstacle queuing up a single jump.

Once at the edge of the pit they press the play button to activate the queued jump overcoming the obstacle

The player presses the jump icon twice as they approach the obstacle queuing up a double jump.

Once at the edge of the pit they press the play button to activate the queued jumps to overcome the obstacle.

The player presses the dash icon once as they approach the obstacle queuing up a single dash.

Once at the edge of the dangerous section they press the play button to activate a dash allowing them to squeeze past the obstacle without dying.

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Figure 5-Double Dash

Figure 6-Breaking Boxes 1

Figure 7-Breaking Boxes 2

The player presses the dash icon twice as they approach the obstacle queuing up a double dash.

Once at the edge of the dangerous section they press the play button to activate a double dash allow them to squeeze past the obstacle without dying

The player approaches a wooden crate and queues up a single dash.

Once next to the crate they press the play button to activate a dash into the crate. The crate is destroyed, and the player can continue.

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Figure 8-Jump Dash combo

Figure 9-Dash Jump combo

The player presses the jump icon once followed by the dash icon.

Pressing the play button causes CHIP to jump and then dash to destroy crates that are off the ground.

The player approaches the obstacle and presses the dash icon once followed by the jump icon.

Once next to the obstacle they press the play button causing CHIP to dash and then jump to clear the gap.

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Gameplay

Hierarchy of Epics

Figure 10-Hierarchy of Epics

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Player Objectives

Primary: • Overcome obstacles to reach the exit to each of the five floors of the factory

Secondary: • Guide CHIP towards his escape from the ground floor to complete the game in victory

HUD Most of the UI is made up of keyboard keys. Symbols are used rather than words to allow

communication across languages. Bright saturated colors are used to give importance to specific parts of the UI during key moments of gameplay.

Figure 11-HUD Guide

1. Ability buttons are on the bottom left of the screen 2. When pressing an ability button, the ability is slotted left to right into the queue 3. Players press the play button to play through the queue left to right which clears it out

enabling player to slot in new combinations 4. Players can press the clear button to clear out all the abilities in the queue

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Camera

Figure 12-Camera Regions Guide

The camera is locked into the region until the player moves to another region. In the above example, the player is in the cyan area, and the camera (dictated by the gray region) will calculate its intended location.

Figure 13-Camera Y axis

Given that same example, since the region's y-axis is smaller than the camera height the camera will be centered vertically in the area and will move side to side with CHIP

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Figure 14- Camera X axis

Whenever the region's x-axis is smaller than the camera's width, the camera will center horizontally in the area and will move with CHIP up and down.

Figure 15-Camera region lock

When either axis is greater than the camera size, the camera will move with CHIP and stop whenever it is close to an edge

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Gameplay Systems

Controls • Control scheme and layout designed around two-handed play

o Buttons are divided between the lower left and lower right of the screen o All controls involve quick taps

• Designed to avoid the pitfalls of a virtual joystick o CHIP moves automatically o Players only control the special abilities CHIP performs

Figure 16-HUD Guide

1. Ability buttons can be tapped when in their active state 2. After tapping an ability, it is added to the queue 3. Tap the play button to activate the queue 4. Tap the clear button to clear out the queue

Game Metrics

Metric Value

CHIP Height 1.25 tiles

Time to complete ability .64 seconds

Walking Speed 2.5 tiles a second

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Single Jump Height 2.5 tiles

Second Jump Height 2.5 tiles

Dash Acceleration 100 units per second squares

Dash Velocity Capped at seven tiles per second

Dash Deceleration Ten units per second squared until returning to walking speed

Dash Distance 3.5 tiles

Table 1-Game Metrics

Conveyance Mechanisms

Figure 17-HUD slotting deactivated

If there are no abilities slotted the play button, and clear button are grayed out

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Figure 18-HUD slotting activated

If there is 1 action slotted the play button and clear button light up signaling, they can be used

Figure 19-HUD ability deactivated

If 2 actions are slotted the ability buttons are grayed out while the play and reset remain on

Audio Cues:

Action Sound

Pressing any ability button SFX_slotfill1

Pressing the play button SFX_Button_Spring_press

Pressing the clear button SFX_clear

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Table 2- UI Audio Cues

Checkpoint System • CHIP is fragile and can only take one hit before being reset to the last checkpoint he

activated • Checkpoint placement is designed around two key ideas:

o Minimizing frustration o Creating defined bite-sized obstacle courses the player can learn

• Checkpoint placement o Checkpoints should be placed before and after difficult sections of a level. o Checkpoints are most often placed when the player falls to the next level of the

current floor to denote progress. o Checkpoint frequency is the biggest determinant for the difficulty of the game

Few checkpoints will increase frustration immensely Too many checkpoints reduce all challenge from the game.

Figure 20-Checkpoint concept

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Figure 21-Complete concept

The checkpoints are based on being a source of energy or power in CHIP’s world that when activated create a “dimension replica” of that moment in time when it was activated. The size was to be taller than CHIP and feature bright neon colors making it visible to the player.

Object Dimensions (Pixels) width x height

Checkpoint 48 x 192

Level Complete Goalpost 96 x 240

Table 3-Checkpoint Dimensions

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Gameplay Details

Main Character CHIP was designed to be a “relatable” robot. The initial idea was that he had a body reminiscent of old desktop computers from the 1990s and 2000s. Over several iterations, he was redesigned to have small wings, a round glowing object across his chest, an antenna on his head, and a jet engine for propulsion.

Concepts

Figure 22-CHIP concept

Character Animation

Figure 23-CHIP Jump animation

The design for the jump animation contains a frame of preparation before CHIP malfunctions, and he unexpectedly experiences a massive speed boost denoted with the massive flame and his frightened facial expression. Other details to notice are the exhaust, the wings on both sides of CHIP’s body and the blinking light on his chest.

Animation Frames Dimensions (pixels) width x height

Jump 7 672x1008

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Death 5 480x720

Idle walk 4 384x576

Dash 7 672x1008

Table 4-Character Animation Dimensions

Figure 24-CHIP Explosion animation

CHIP’s death animation is a massive explosion.

Figure 25-CHIP Walking animation

The idle animation acts as a default floating animation that supports CHIP’s constant momentum. The character is powered by a special energy source similar to what powers the checkpoints, and a small jet engine propels him.

Figure 26-CHIP Dash animation

CHIP’s dash ability was designed around the idea that CHIP crouches to go underneath smaller areas while simultaneously allowing him to destroy “crate” obstacles. The forcefield addition to the dash makes the destructive power of this ability more apparent.

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Audio Cues:

Action Sound

CHIP Jumping CHARGE_Sci-Fi_High_Pass_Sweep_12_Semi_High_Loop_loop_stereo

CHIP Dashing CHARGE_Sci-Fi_High_Pass_Sweep_12_Semi_Low_Loop_loop_stereo

CHIP Exploding ROBOTIC_Short_Burst_18, 20, 22, 24, 28, 39, and 42

Table 5- CHIP Animation Audio Cues

Player Movement

Idle Movement • CHIP moves left and right and a constant rate when not in an ability • When hitting a wall CHIP turns around and moves in the opposite direction • CHIP begins moving when the level starts and never stops

Abilities • CHIP can only activate abilities when on the ground • CHIP can chain up to 2 abilities together that will play in order when activated

Jump • Gives CHIP upward momentum to get up the ledge and over saws • Can be chained with another jump to give him another boost of height

Dash • Gives CHIP an energy shield that can break through boxes • Allows CHIP to pass through 1 high tile areas • Dash will continue until CHIP hits the ground. • Can be combined with a second dash to extend the duration • To destroy boxes below him, CHIP must jump and then dash to give him the needed boost

from gravity

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Interactable Object Systems

Saws

Figure 27-Saw animation

Act as the dangerous object in each of the five levels.

Hitting this object will reset the player to the previous checkpoint

• Designers can create larger saws by scaling the saw up 2X. Large saws can be used to create more varied rows of saws

• These saws when on the grid can be moved down a half unit to create a smaller obstacle. These half saws are used to make a start and end of obstacles less punishing

Dimensions by pixels 144x144

Number of frames 5

The dimension of the Sprite Sheet 720x144

Table 6-Saw Dimensions

Audio Cues:

Action Sound

Saw TOOL_Chainsaw_1(and 2)_Cut_01(through 04)

Table 7- Saw Animation Audio Cues

1 Tile Crate

Figure 28-1X1 Box breaking animation

Destructible objects that will break apart when hit with the dash. Non-threatening objects that still limit player progression.

Crates the player walks on must be hit with a mid-air dash to be destroyed.

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Dimension of crate 144x144

The dimension of frames in pixels 432x576

Dimension of entire animation in pixels 5616x576

Number of frames 13

Table 8-Crate Dimensions

1 x 2 Tile Crate

Figure 29-1X2 Box breaking animation

A destructible object that acts the same as the one tile crate but occupies more space. Allows for areas players must dash through but can then stand up in safely. Dimensions are the same as the 1x1 tile crate.

Audio Cues:

Action Sound

Box Breaking DEMOLISH_Wood_Fall_stereo

Table 9- Box Animation Audio Cues

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World Layout

Game World Overview The game is set inside the factory where CHIP originated. CHIP starts progressing from the top of the factory and proceeds through the levels down the various floors to exit into the city.

Level Progression

Rising Action Chart This chart shows how the players’ emotion moves in this game.

Figure 30-Gameplay Chart

Gameplay Chart This chart shows how the dynamics of the game are taught and honed throughout the game.

• Green o Introduces a new gameplay element to players

• Yellow → Orange → Red o Reinforce the gameplay element

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Table 10-Level Descriptions

Level Detail Charts The following charts show the details of each level.

Figure 31-Gameplay Elements Flowchart

Level

Gameplay

Relative Difficulty

Introduce Reinforce

Level-1 • Jump • Double Jump

Easy

Level 1 Main Gameplay Element: Jump & Double Jump

Level 2 Main Gameplay Element: Dash & Double Dash

Level 3 Main Gameplay Element: Dash Jump

Level 4 Main Gameplay Element: Jump Dash

Level 5 Main Gameplay Element: Mixing all combinations together

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• Saw (deadly obstacle)

Level-2

• Dash • Double Dash • Crate (breakable

obstacle)

• Saw (deadly obstacle)

Easy

Level-3

• Dash Jump • Jump • Double Jump • Dash • Saw (deadly obstacle) • Crate (breakable obstacle)

Normal

Level-4

• Jump Dash • Jump • Dash • Double Dash • Dash Jump • Saw (deadly obstacle) • Crate (breakable obstacle)

Normal

Level-5

• Jump • Double Jump • Dash • Double Dash • Jump Dash • Dash Jump • Saw (deadly obstacle) • Crate (breakable obstacle)

Hard

Table 11-Level Difficulty

Environments The levels take place on different floors of a dilapidated factory within the future.

Each level has a different background color to denote progress through the factory as well as windows that show the futuristic cityscape in the far-off background.

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Concepts

Background Art & Animations-Daniel Yang

Figure 32-Background city 1

C.H.I.P. is a 2D game and simulates parallax by having the city background be attached to the camera behind the factory tiles

Cityscape used for the background in the windows

Figure 33-Factory Background tileset

This is the background for the walls on the building; The walls are white allowing the level designers to tint them for different levels.

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Figure 34-Factory Foreground tileset

Tile palette for the foreground walls that players will be walking on

Tilesets consist of individual portions that are 144 pixels in width and height.

Figure 35-Background city 2

More cityscape used to distinguish the depth of the cities in the background behind the windows

Size is approximately 4800 pixels wide and 3000 pixels high.

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Figure 36-Factory art assets

Assets used in the first six levels. Avoiding the use of the tile pallet for these assets allows the artist to place these pieces in between tiles.

Since a typical tile set took up 144 pixels in width and height, this was used as the maximum size limit when creating assets for the environment to fit into this amount of space to match the world.

Level Details

Level: Level-1

Level Summary Level-1 is an easy tutorial level. The main purpose of level 1 is to teach the players how to use the queue to execute actions. The first level of the game introduces the jump ability and its combination, double jump. In this level, the player will face a saw that kills the player on contact.

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Figure 37-Level 1Map

Label Event Description Approx. Difficulty

1 The player enters level faced with the first jump. Players have as much time as needed to overcome this obstacle in safety

1

2 Players first interaction with saws requiring an easy single jump to overcome

2

3 The player must double jump. Players are given as much time as needed to overcome this first double jump.

1

4 The player must switch between jump/double jump testing their ability to switch between ability combinations on the fly

3.5

Table 12-Level 1 Details

1 2

3

4

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Figure 38-Level 1 Screen capture

Level: Level-2

Level Summary Level-2 is an easy level which introduces the dash ability and the double dash. This is also the first level with breakable crates.

Some sections of this level start requiring the players to have the faster reaction time to overcome the challenges. Players will have to slot in abilities quickly to complete this level.

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Figure 39- Level 2 Map

Label Event Description Approx. Difficulty WOW?

1 The player can test dash safely in this area

1 Breaking blocks for the first time is an exhilarating moment

2 A normal dash obstacle. The player may die if they cannot get the right time to dash. By hitting the saws

2

3 A normal dash obstacle. Players need to react quickly before meeting this obstacle.

3

4 Players can test how far they can dash and realize they need to use double dash to pass this obstacle

1

5 A normal double dash obstacle. Players may die if they use single dash.

2

6

Reinforce players’ dash and double dash skill.

4

Players are satisfied when they are fast enough to complete this series of obstacles

1 2 3

4 5

6

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Table 13-Level 2 Details

Figure 40-Level 2 Screen capture

Level: Level-3

Level Summary Level-3 requires the combination of jump and dash for the first time. The main purpose of this level is to introduce and test the dash jump combo. This level also reinforces players' jump, double jump and dash skills.

The levels require even fast reaction time than the previous level as well as a decent understanding of how the actions work in tandem.

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Figure 41-Level 3 Map

Label Event Description Approx. Difficulty WOW?

1 The player is faced with crates at the start to reinforce this element

1

2 This section encourages but does not require the dash jump

3

3 The player must dash jump to overcome the saw at the end of the obstacle 4

Players enjoy the discovery of this combo

4 The player must string together a series of dash jumps

5

Table 14-Level 3 Details

4

1

2

3

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Figure 42-Level 3 Screen capture

Level: Level-4

Level Summary Level-4 is another ability combination level. Level 4 introduces the jump dash and reinforces players' jump, dash, double dash, and dash jump skills. The jump dash combination enables players to destroy walls of boxes as well as smash boxes on the ground.

The penultimate level requires proficiency from the player in both knowing which combinations to slot and when to slot them.

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Figure 43-Level 4 Map

Label Event Description Approx. Difficulty WOW?

1 The player is taught in a safe environment the power of the jump dash combo for destroying boxes

2

2 Reinforces dash 1

3 The player is taught that the dash can be used to smash crates on the ground

4

4 The player must execute a series of combinations quickly including the new jump dash skill 7

Players feel skilled when they complete this section

5

The player is given a large collection of crates to smash through

2

Players love the bombastic destruction of breaking through such a large group of boxes

1

2

3

5 4

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Table 15-Level 4 Details

Figure 44-Level 4 Screen capture

Level: Level-5

Level Summary Level 5 is the final level of the game. This level tests all the combinations taught throughout the previous four levels. This level requires the players to have a near perfect understanding of the queue mechanic.

At the end of the level, CHIP can break through a final section of crates to make his escape toward freedom.

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Figure 45-Level 5 Map

Label Event Description Approx.

Difficulty WOW?

1 Easy jump dash and double jump obstacle to help players warm up.

4

2 Player need to react quickly, dash and then double jump to make it up on to the ledge

7

3 The player must first smash the crates before turning around and lining up the double jump.

5

4 Dash jump obstacle which requires players to react fast.

6

5 Reward players by allowing them to destroy a bunch of crates.

2 Satisfying to watch all the crates be destroyed

6 The players will be forced to do a perfect dash jump to avoid the walls of spikes on all side

7 Feels like an exhilarating near miss in a hall of saws

7 Break crates by dash or jump dash. 4 The player finally exits the factory to

1

2

3 4

5

6

7

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see the outside world finishing the game

Table 16-Level 5 Details

Figure 46-Level 5 Screencapture

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Menu System

Menu Flow

Figure 47-Menu Flow

Menu Description

Menu Options

Main Menu New Game: Erases player progress and loads the first level Level Select: Loads level select menu. Levels unlock when the player beats the previous level

Main Menu

• New Game • Level Select • Credits • Quit

Level Select

• Level 1 • Level 2 • Level 3 • Level 4 • Level 5

Credits

• Back

Pause

• Resume • Restart • Menu

Level Complete

• Next Level • Menu

Game Complete

• Menu

Game Screen

• Pause

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Credits: Loads the credits screen Exit Game: Exits the application

Level Select Back: Returns to Main Menu Level 1: Loads level 1 Level 2: Loads level 2 Level 3: Loads level 3 Level 4: Loads level 4 Level 5: Loads level 5

Credits Back: Returns to Main Menu

Pause Resume: Closes the Pause Menu and continues the game Restart: Restarts the level Menu: Returns the player to the Main Menu

Level Complete Next Level: Loads the next level Menu: Loads the Main Menu

Game Complete Menu: Loads the Main Menu

Table 17-Menu Description

Menu Details

Installation

Figure 48-CHIP Icon

1. Move the latest APK file onto the intended android device. a. Recommend saving the file in the downloads folder

2. Make sure to uninstall any previous versions of the game 3. Select the APK file and press install. 4. Once Finished, search apps for C.H.I.P. and find the icon above.

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Title Splash Screens

Figure 49-Unity Splash Screen

Unity Splash Screen. Size approximately 1280x800 pixels.

Figure 50-Guildhall Splash Screen

The SMU Guildhall Splash Screen. Size is approximately 1280x800 pixels.

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Figure 51-Burnish Games Splash Screen

The Burnish Games team logo at approximately 2048x2048 pixels.

Main Menu

Figure 52-Main menu

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Credits Screen

Figure 53-Credit Screen

Both the main menu and credit screens are approximately 1280x800 to fit according to the mobile/tablet device screen size. For the credit’s screen, each of the character faces was created to fit to be approximately 48 by 48 pixels.

Level Select Screen

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Figure 54-Level Select Screen

Pause Screen

Figure 55-Pause Menu

Level Complete Screen

Figure 56-Level Complete Screen

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Game Complete Screen

Figure 57-Game Complete Screen