40
Helios Game Design Document By Team Chobits Dean Fazio Marcus Fletcher Darren Gilkes Cass Hensley Benjamin Jaekle Brad Meister

Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

  • Upload
    vananh

  • View
    223

  • Download
    2

Embed Size (px)

Citation preview

Page 1: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

Helios

Game Design Document

By Team Chobits Dean  Fazio  

Marcus  Fletcher  Darren  Gilkes  Cass  Hensley  

Benjamin  Jaekle  Brad  Meister  

 

Page 2: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

2    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Table  of  Contents  

Game  Overview ........................................................................................................................ 5  Game  Concept.....................................................................................................................................5  

Platform...................................................................................................................................... 5  Target  Audience....................................................................................................................... 5  Game  Flow  Summary.............................................................................................................. 5  Project  Scope ......................................................................................................................................6  

Levels........................................................................................................................................... 6  NPCs ............................................................................................................................................. 6  Scope  Management ................................................................................................................. 6  Market  Analysis ....................................................................................................................... 7  Target  Market.....................................................................................................................................7  Top  Performers .................................................................................................................................7  

Terraria ...................................................................................................................................... 7  Limbo........................................................................................................................................... 7  Trine  2......................................................................................................................................... 7  Rayman  Origins........................................................................................................................ 7  Feature  Comparison.........................................................................................................................8  

Mechanics................................................................................................................................... 8  Puzzles ........................................................................................................................................ 8  Health .......................................................................................................................................... 8  Story............................................................................................................................................. 9  Characters ........................................................................................................................................ 10  

Player.........................................................................................................................................10  Guru ...........................................................................................................................................10  Other  Cyborgs .........................................................................................................................11  Aesthetics.................................................................................................................................12  Visuals................................................................................................................................................ 12  

Environment ...........................................................................................................................12  Look  and  Feel .................................................................................................................................. 14  

Look............................................................................................................................................14  Feel .............................................................................................................................................15  Execution..................................................................................................................................15  

Page 3: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

3    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Theme........................................................................................................................................16  Cyborgs  and  Humanism ............................................................................................................... 16  

Player  Character ....................................................................................................................17  Player  Health  and  Death.............................................................................................................. 17  Basic  Abilities .................................................................................................................................. 17  

Movement ................................................................................................................................17  Jumping.....................................................................................................................................18  Use ..............................................................................................................................................18  The  Lights ......................................................................................................................................... 19  

Blue  Light .................................................................................................................................19  Yellow  Light.............................................................................................................................20  Green  Light ..............................................................................................................................21  Traveling  Between  the  Two  Worlds................................................................................22  Controls ....................................................................................................................................23  Interactive  Objects................................................................................................................24  Green  Light  Objects ....................................................................................................................... 24  

Fruit ...........................................................................................................................................24  Blue  Light  Objects .......................................................................................................................... 24  

Platforms..................................................................................................................................24  Switches....................................................................................................................................25  Conveyer  Belts........................................................................................................................25  Yellow  Light  Objects...................................................................................................................... 26  

Pressure  Pads .........................................................................................................................26  Toxic  Waste .............................................................................................................................26  Varying  Light  Objects.................................................................................................................... 27  

Enemies.....................................................................................................................................27  NPCs ...........................................................................................................................................27  Crushing  Devices ...................................................................................................................27  Force  Fields .............................................................................................................................28  Bottomless  Pits.......................................................................................................................28  Feedback ..................................................................................................................................30  HUD..................................................................................................................................................... 30  Visual  Feedback.............................................................................................................................. 30  Audio .................................................................................................................................................. 31  

Level  Design ............................................................................................................................32  Interludes ......................................................................................................................................... 32  Checkpoints...................................................................................................................................... 32  

Page 4: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

4    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Parallel  Levels ................................................................................................................................. 33  Mock  Level  Design.................................................................................................................34  IPM  Chart..................................................................................................................................36      

Page 5: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

5    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Game Overview    

Game Concept  The  player  is  a  cyborg  living  in  a  mechanical  future.    He  will  learn  important  skills  from  a  wise  human  in  the  role  of  a  guru.    These  skills  will  allow  him  to  see  back  into  the  past,  bring  life  to  the  present,  and  help  endure  the  hardships  of  his  world.    The  player  will  go  on  a  quest  using  these  newly  acquired  skills,  these  skills  are  necessary  for  the  quest  for  this  robot  to  become  fully  human.    Learning  these  skills  will  keep  the  player  alive  in  times  where  it  doesn’t  seem  possible  and  also  make  it  through  obstacles  that  require  inhuman  abilities  to  pass.    The  player’s  only  goal  is  to  complete  this  journey  and  become  a  real  human.          

Platform  Helios  is  a  2D  puzzle  platformer  that  will  be  released  for  the  computer  and  possibly  for  mobile  platforms  at  a  later  date.        

Target  Audience  The  target  audience  for  Helios  is  males  and/or  females  from  ages  24  to  30.      

Game  Flow  Summary  The  player  controls  a  cyborg  character.    Gameplay  takes  place  in  a  2D  plane  with  a  side-­‐scrolling  view  in  which  players  navigate  through  obstacles  and  explore  the  world.    The  player  is  taught  powers  by  a  human  guru  who  will  help  the  player  with  these  newly  discovered  powers.              

Page 6: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

6    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Project Scope  

Levels  We  have  a  total  of  ten  levels  that  will  progress  the  player  through  different  scenarios  in  the  world  with  separate  opportunities  to  use  all  of  the  abilities  of  the  player.    The  first  two  levels  will  more  than  likely  be  tutorial  levels  for  the  player  to  get  to  learn  all  of  the  controls  and  mechanics.    We  feel  that  this  is  important  for  any  player  that  plans  to  enjoy  the  full  concept  of  the  game.        

NPCs  There  are  five  non-­‐playable  characters  in  Helios.    Each  character  will  reveal  different  things  that  make  each  one  worth  finding.    We  are  looking  to  introduce  a  new  non  playable  character  every  two  levels  to  keep  the  balance  of  new  characters  and  give  the  players  a  little  bit  of  stability.    

Scope  Management  We  felt  that  setting  the  scope  up  for  success  was  the  first  big  step  on  our  road  to  designing  this  game.    In  order  to  help  with  the  scope  of  our  project  we  found  the  strengths  of  all  of  the  members  of  the  team  and  assigned  the  roles  based  off  of  that.    We  felt  that  knowing  the  interests  and  abilities  of  the  team’s  members  was  vital  because  of  the  short  time  span  that  we  have  to  work  on  this  game.    With  each  member  working  on  something  they  are  enthusiastic  about,  things  should  work  much  more  quickly  and  smoothly.      

Page 7: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

7    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Market Analys is    

Target Market  Our  target  game  being  a  puzzle  platformer  for  the  PC,  other  successful  titles  for  the  same  platform  would  have  to  be  many  of  the  Rayman  Origins,  Trine  2,  Limbo,  and  Terraria,  just  to  name  a  few.  The  typical  age  range  for  these  and  most  puzzle  platformers  are  usually  10+,  for  any  gender  and  for  anyone  that  simply  enjoys  a  good  puzzle  or  a  theme  to  go  with  the  puzzles.        

Top Performers  

Terraria  For  the  PC,  Playstation  3  and  XBOX  360,  released  on  05/16/2011,  Terraria  was  definitely  an  above  average  game,  and  quite  popular.  Having  sold  over  one  million  copies,  and  with  many  updates  from  the  first  version,  it  can  be  said  that  Terraria  did  quite  well  for  itself.      

Limbo  For  the  PC,  Mac,  Playstation  3  and  XBOX  360  and  released  (for  the  PC)  on  08/02/2011,  Limbo  was  definitely  one  of  the  popular  ones.  Selling  over  one  million  copies  as  of  August  2011,  Limbo  did  very  well  for  itself,  it  would  seem.      

Trine  2  For  the  PC,  Mac,  Playstation  3,  Wii  U  and  XBOX  360  and  released  for  the  PC  on  12/07/2011,  Trine  2  was  also  fairly  popular.  Selling  over  400,000  copies,  Trine  2  also  did  fairly  well,  in  terms  of  sales.      

Rayman  Origins  For  the  PC,  XBOX  360,  Nintendo  3DS  and  Wii,  it  was  released  for  the  PC  on  03/29/2012  and  did  quite  well,  in  terms  of  popularity.  Its  sales  were  not  so  great,  only  selling  about  50,000  in  the  first  month.  Reviews  were  quite  good  for  the  game,  however.  

Page 8: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

8    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

   

Feature Comparison  

Mechanics  In  Rayman  Origins  and  Limbo,  abilities  are  handled  actively,  and  are  available  for  use  in  real-­‐time,  with  specific  button  inputs.  In  Trine  2  and  Terraria,  abilities  must  be  selected,  and  can  detract  a  little  from  the  flow  of  gameplay.  In  our  game,  we  have  the  option  of  either  scrolling  through  the  abilities  or  direct  selection  of  said  abilities.  Coupled  with  the  control  scheme,  this  will  allow  the  player  to  select  their  abilities  easily,  and  not  detract  from  the  flow  of  gameplay.      

Puzzles  In  Limbo  and  Trine  2,  puzzles  are  handled  rather  intuitively,  making  the  player  use  their  environment  in  order  to  progress  further  into  the  game.  Rayman  Origins  features  something  similar,  but  the  puzzles  are  a  little  more  obvious  and  easy  to  figure  out.  Terraria  has  a  unique  approach  to  puzzles  -­‐  in  order  to  make  progress,  stronger  and  stronger  tools,  weapons  and  armor  are  needed.  In  order  to  get  them,  materials  are  needed...they  can  only  be  mined  with  certain  tools  and  materials.  In  our  game,  puzzles  are  handled  much  in  the  way  Limbo  and  Trine  2  handle  puzzles,  requiring  the  player  to  intuitively  think  about  how  they  may  solve  the  puzzles  presented,  using  their  abilities  in  ways  that  would  help  them  progress  in  the  game.      

Health  In  Limbo,  running  into  something  dangerous  is  fatal,  so  there  is  really  no  need  to  heal,  per  se.  Trine  2  features  a  healing/checkpoint  system  in  the  form  of  an  orb  that  will  heal/revive  any  team  members  that  require  it.    Terraria  features  a  Legend  of  Zelda-­‐like  health  system,  where  damage  is  healed  by  picking  up  hearts  dropped  by  enemies  (or  statues),  or  by  paying  money  to  be  healed  by  the  Nurse  NPC.  Rayman  Origins  has  no  health  bar,  but  getting  hit  by  enemies  makes  the  player  expand,  and  requires  touching  by  the  second  team  member  to  save  them.  If  they  are  hit  while  they  are  carrying  a  heart,  the  heart  is  simply  removed.  In  our  game,  damage  is  taken  from  using  the  blue  light  or  from  dangerous  elements  in  the  environment,  and  the  player  can  use  the  green  light  and  find  fruit  in  the  nature  world,  which  can  heal  the  player.      

Page 9: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

9    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Story  You  are  walking;  you  have  been  for  as  long  as  you  can  remember.    You  don’t  know  where  you  are  going  or  how  to  know  when  you  get  there.    At  this  point  it  doesn’t  matter  because  as  you  look  down  your  dream  has  come  true:  you  are  a  human.    This  is  what  you  have  wanted  since  the  first  time  you  saw  one.    What  is  that  noise,  very  loud  and  pulsing,  like  an  alarm…?    You  have  awoken,  realizing  that  you  have  just  suffered  a  tease  from  the  same  dream  that  you  have  at  least  once  a  week  now.    It’s  getting  worse;  more  than  ever  you  long  to  be  human.    Like  most  mornings,  the  want  for  this  gets  you  out  of  bed  with  a  motivation  that  you  never  thought  could  be  matched.    There  aren’t  many  of  any  kind  left  in  this  oppressive  mechanical  world.    It’s  a  lonely  journey  in  which  you  don’t  even  know  what  or  who  you  are  looking  for.        There’s  a  feeling  about  this  day  –  not  sure  what  it  is,  but  it  just  feels  different.    Maybe  this  could  be  that  day  where  you  meet  someone  that  won’t  run  scared  from  you  and  can  help  you  in  the  right  direction  to  find  your  purpose  in  this  abandoned  life.    The  next  thing  you  see  is  a  brightly  colored  figure  standing  on  the  side  of  the  road.    Just  standing,  looking  confident  and  as  if  they  are  fulfilling  their  purpose,  a  very  rare  sight  in  this  lifetime.        “I  have  been  waiting  for  you,”  the  man  says.        He  is  wearing  a  bright  orange  sheet  over  his  shoulders.    Completely  bald  head,  eyes  that  look  very  distant  yet  determined,  and  a  beard  that  would  put  Santa  Clause  to  shame.    “I  am  going  to  teach  you  how  to  find  what  you  have  sought  for  longer  than  you  can  remember,  young  one,”  he  continues.    “I  will  teach  you  the  skills  that  I  possess,  how  to  see  into  the  past.    I  will  teach  you  how  to  bring  life  to  the  present  and  how  to  endure  the  hardships  of  the  life  that  you  are  living.”    The  man  holds  out  what  looks  to  be  three  different  colored  orbs.    The  Guru  teaches  you  the  meaning  and  purpose  of  each  orb.        

Page 10: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

10    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

The  white  orb  makes  you  invulnerable  to  enemy  attacks  and  acid  pits,  but  makes  your  body  slow  and  heavy.    The  green  orb  hides  the  present  and  shows  you  the  natural  world  of  the  long-­‐forgotten  past  –  the  fruit  of  this  world  can  heal  you.    The  blue  orb  electrifies  you  and  all  of  the  mechanisms  in  the  world  around  you,  but  harms  you  with  its  current.    As  your  journey  continues,  you  will  learn  how  to  use  the  different  lights  at  different  points  throughout  the  world.    Whether  it  be  to  defeat  something  that  is  harming  you  or  an  obstacle  that  does  not  seem  possible.    You  have  received  the  help  that  you  have  so  desperately  searched  for.    Although  it  has  not  been  said  out  loud,  you  know  that  at  the  end  of  this  journey  you  will  have  what  you  have  wanted  more  than  anything.    You  will  be  a  human.          

Characters  

Player  A  cyborg  that  wants  nothing  more  than  to  be  a  human.    He  is  a  little  distraught  and  aggravated  by  the  fact  that  he  isn’t  getting  any  help  in  his  journey  and  has  become  doubtful  that  it  may  never  happen.      Ragged  looking,  like  a  machine  that  has  needed  replaced  for  some  time  but  you  haven’t  got  to  it.        

Guru  This  is  the  man  that  will  be  helping  you  throughout  the  game.    He  shows  you  the  meaning  of  the  lights  and  helps  you  begin  your  journey.    He  doesn’t  say  much  and  doesn’t  always  explain,  but  when  he  speaks,  you  know  to  listen.    He  is  old  and  wise,  and  appears  to  have  an  answer  for  everything.        Bald  head,  eyes  that  appear  to  be  looking  in  to  the  future.    Long  beard  and  a  really  bright  orange  robe  covering  almost  his  whole  body.    

Page 11: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

11    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Other  Cyborgs  Cyborgs  identical  to  the  player  character  can  be  found,  sparely,  throughout  the  game  world.    They  may  have  things  to  say,  advice  to  offer,  or  stories  to  tell.    

Page 12: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

12    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Aesthetics  

Visuals  

Environment  Helios  will  be  unique  in  an  aesthetic  sense.  We  feel  that  by  doing  this,  it  will  greatly  help  the  theme  of  the  game  stand  out  as  well  as  the  storyline.  The  environment  within  Helios  will  have  two  very  distinct  looks.  One  world,  which  will  be  accessed  by  the  player  when  he  or  she  has  the  blue  or  yellow  light  active  is,  will  be  themed  as  a  mechanical  and  futuristic  world  that  appears  to  be  decaying  and  corroding.  We  want  to  make  sure  that  players  can  visually  see  that  this  world  is  slowly  dying  to  some  degree,  which  hopefully  will  fill  the  player  with  a  sense  of  loneliness  and  sadness,  to  some  degree.  We  want  the  players  to  see  that  there  is  obviously  a  problem  with  this  world  and  that  he  or  she  is  progressing  through  the  game  for  some  very  important  reason.    

The  gloomy  and  odd  world  of  Machinarium      Above  is  a  screenshot  of  the  game  Machinarium.  This  is  a  good  example  of  the  tone  and  aesthetic  value  of  the  mechanical  world.  This  game  has  managed  to  instill  a  

 

Page 13: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

13    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

somewhat  sad  and  depressing  look  and  feel  to  the  game  through  their  aesthetics.  You  can  also  see  that  the  world  seems  to  be  rusting  and  decaying  to  some  degree.  We  will  be  achieving  our  goal  of  having  a  mechanical  and  futuristic  world  that  is  dying  and  decaying  by  introducing  proper  art  assets  and  using  things  such  as  brightness,  saturation,  and  color  to  set  the  tone  and  mood.     The  second  world  will  be  accessed  by  players  when  they  have  the  green  light  active  is  a  polar  opposite  of  the  mechanical  world.  This  world  will  be  themed  as  a  nature  world  that  is  vibrant  and  full  of  life.  This  world  will  be  void  of  anything  mechanical  and  futuristic  in  look;  however,  it  will  feel  similar  to  drive  home  the  fact  that  both  worlds  are  the  same  world  but  in  two  different  points  in  time.    

 The  scenic  zone  of  Nagrand  in  World  of  Warcraft:  Burning  Crusade  

 Above,  you  will  see  a  screenshot  from  a  zone  in  the  game  World  of  Warcraft:  Burning  Crusade  that  just  simply  showcases  the  nature  theme  that  we  are  aiming  for.  The  main  idea  behind  the  nature  world  is  to  make  it  feel  and  look  as  if  it  is  a  safe  and  peaceful  place  for  the  player  to  visit.  The  player  will  mainly  be  using  the  nature  world  to  heal,  so  we  want  the  environment  to  feel  holistic  and  comforting.  This  of  course,  will  be  the  opposite  of  the  mechanical  world;  however,  the  two  worlds  combined  should  give  the  impression  that  they  are  the  same  world  in  two  different  points  in  time.          

Page 14: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

14    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Look and Feel  

Look  Helios  will  have  a  very  modern  and  cartoony  look.    The  game’s  two  worlds  will  be  similar  in  art  style;  however,  things  such  as  color,  saturation,  contrast,  and  brightness  will  be  different.    This  is  due  to  the  fact  that  we  want  our  look  to  tie  directly  into  our  mechanics  and  storyline.    Helios  will  technically  consist  of  two  worlds  that  revolve  around  our  time  shift  mechanic.    One  world  will  be  rich  and  full  of  life  with  a  strong  theme  of  nature,  while  the  other  has  a  mechanical  theme  and  features  a  futuristic  environment  that  is  corroding  and  dying.    A  great  game  to  base  the  look  of  Helios  around  is  Bastion.    Below  is  a  screenshot  from  Bastion  showcasing  the  contrast  between  verdant  nature  and  futuristic  mechanisms.  

 The  grim  yet  colorful  world  of  Bastion  

 

 

Page 15: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

15    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

   The  screenshot  above  is  a  great  example  of  the  art  style  that  will  be  featured  throughout  the  game;  more  importantly  it  shows  the  richness  in  color  and  brightness  that  we  are  aiming  for  in  our  nature  world.    Both  of  our  worlds  will  look  and  feel  different,  yet  the  same  as  well.    

Feel  Helios  will  revolve  around  a  modernized  retro  feel.    We  will  achieve  this  primarily  through  gameplay.    We  wanted  to  take  elements  that  made  retro  games  unique  and  memorable  and  mix  them  with  modern  design  practices  to  produce  a  unique  feel.    We  decided  that  the  game  type,  controls,  and  mechanics  in  Helios  all  work  together  to  deliver  the  feel  we  want.    We  decided  that  a  puzzle  platform  game  would  be  a  great  game  type  to  base  the  feel  of  Helios  upon.    We  wanted  to  keep  controls  simplistic,  but  allow  them  to  create  diverse  gameplay.    We  based  the  foundation  of  our  mechanics  on  movement  and  jumping  and  then  built  off  of  those  to  create  the  unique  mechanics  featured  in  Helios.  More  detailed  information  about  the  mechanics  can  be  found  in  the  mechanics  section  of  this  document.    

Execution  Luckily,  the  Unreal  Development  Kit  comes  with  two  major  sets  of  assets.    The  Unreal  Tournament  assets  are  very  mechanical  and  futuristic  looking  and  dark  and  dull  in  coloration,  making  them  a  perfect  fit  for  our  game’s  future  world.    The  assets  associated  with  the  foliage  demo  are  very  natural,  featuring  trees,  grasses  and  rocks.    By  combining  these  two  sets  of  assets  and  toggling  between  them  using  Kismet  and  the  “Hidden”  bool  accessible  in  all  UDK  meshes,  we  can  move  back  and  forth  between  the  worlds  with  ease.  

Page 16: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

16    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Theme    

Cyborgs and Humanism  We  stand  on  the  cusp  of  an  interesting  time.    Almost  everyone  is  constantly  connected  to  the  rest  of  the  world  using  digital  devices  like  cell  phones,  tablet  PCs,  GPS  devices.    Electronics  have  allowed  the  deaf  to  hear  for  years.    Lasers  correct  our  vision.    The  limbless  may  walk  with  the  help  of  electronic  devices  that  receive  impulses  from  the  brain.    Google  glasses  overlay  our  vision  of  the  real  world  with  detailed  digital  maps,  advertisements,  and  information.    We  hold  tiny  windows  in  our  hands  that  allow  us  to  see  the  other  side  of  the  world.    We  drop  bombs  on  our  enemies  overseas  from  the  detached  comfort  of  our  own  lands.    Our  knowledge  we  once  downloaded  from  the  brains  of  others  or  from  thick  Encyclopedias;  now,  we  all  contribute  our  knowledge  to  a  growing  cloud  of  knowledge  that  exists  in  a  plane  we  can  only  see  through  these  digital  devices.    In  a  brief  TED  talk,  “cyborg  anthropologist”  Amber  Case  asserts  that  we  are  all  cyborgs  now.    As  technology  progresses,  slowly,  from  something  we  sit  down  at  to  something  we  wear  on  our  bodies  and  finally  to  something  integrated  into  our  flesh,  we  need  to  ask  questions  about  the  potency  of  our  humanity,  and  how  much  electronics,  the  internet,  medicines,  and  machines  amplify  and  smother  our  natural  human  selves.    Perhaps  we  can  go  too  far.    In  discussing  our  design,  the  team  latched  onto  the  theme  of  the  natural  versus  the  artificial.    We  decided  that  our  player  would  be  super-­‐powered  by  his  mechanical  abilities,  but  that  he  could  only  heal  in  the  richness  of  nature.    The  old  world  of  the  game  has  been  destroyed,  corrupted,  and  machines  have  been  wrought  over  it.    Travel  is  more  convenient,  but  the  world  is  unhealthy  –  once-­‐pure  rivers  have  been  polluted  into  pools  of  toxic  sludge,  the  green  grass  is  gone,  and  the  inhabitants  of  the  world  are  logical  and  powerful  but  empty  and  all  but  soulless.    The  player’s  cyborg,  with  the  help  of  a  rare  and  mythical  human,  embarks  on  a  quest  to  give  up  his  power  and  its  heavy  price  and  find  something  more  simple,  peaceful,  and  meaningful  –  a  sense  of  authentic  humanity.

Page 17: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

17    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Player Character    The  player  character  in  Helios  is  a  cyborg  who  uses  his  abilities  as  a  human  and  as  a  machine  to  progress  through  the  levels  towards  his  eventual  goal,  humanity.      

Player Health and Death  The  player  has  9  hit  points  represented  in  a  HUD  image.    The  player  can  lose  hit  points  in  a  variety  of  ways,  which  will  be  expanded  upon  later  in  the  document,  but  include:  using  the  Blue  Light,  touching  hazardous  liquid,  bumping  into  enemies  from  the  side,  and  falling  from  high  up.    Several  objects  will  be  able  to  reduce  the  player’s  hit  points  to  zero  instantly.    These  include  crushing  devices  and  bottomless  pits.    When  a  player’s  health  hits  zero,  the  player  will  die  and  spawn  at  the  last  checkpoint.    Players  can  replenish  their  scarce  health  by  visiting  the  Nature  World  and  eating  the  fruit  that  grows  on  the  trees  there.      

Basic Abil it ies  The  player  has  some  standard  abilities  common  to  platforming  videogames:  basic  movement,  jumping,  and  a  context-­‐sensitive  “use”  action.      

Movement  The  player  can  move  left  and  right  in  a  2D  perspective  at  a  constant  speed  –  roughly,  jogging.    He’ll  be  reduced  to  a  slow,  heavy,  laborious  jog  when  using  the  Yellow  Light.    The  player  will  be  able  to  go  underwater  at  certain  points  in  the  game,  and  the  player  will  be  encumbered  by  the  water.    

Page 18: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

18    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Whenever  the  player  is  not  on  the  ground  (as  is  the  case  when  jumping  or  falling)  his  movements  will  be  encumbered.  

 A  note  on  falling:    The  player  is  subject  to  gravity  and  as  such  will  fall  whenever  he  walks  off  the  edge  of  a  surface.    Falling  from  too  high  a  height  will  damage  the  player,  as  long  as  he’s  not  using  the  Yellow  Light,  which  renders  him  impervious  to  damage.  

 

   

Jumping  The  player  will  be  able  to  jump  using  the  ___  key.    A  prolonged  press  of  the  button  will  enable  the  player  to  jump  slightly  higher  and  clear  larger  obstacles.    While  in  the  air,  the  player  will  have  a  reduced  control  of  the  character’s  movement.    Using  the  Yellow  Light  makes  the  player  jump  less  than  half  as  high  or  as  far  and  further  restricts  his  control  over  movement.      

   

Use  The  player  can  “use”  objects  in  the  environment,  including  switches  and  fruit,  in  order  to  advance  through  the  level.    The  results  of  using  an  item  will  vary  depending  on  what  the  item  is  and  where  it  is  in  the  level.    For  example,  using  a  switch  might  make  a  door  open  nearby.  

Page 19: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

19    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

   

 

 

The Lights  The  player  will  emanate  one  of  three  lights  at  all  times.    The  player  controls  which  light  is  active,  and  each  light  has  benefits  and  drawbacks,  but  each  will  be  required  to  explore  the  world.    The  lights  are  summarized  below.      

Blue  Light  The  Blue  Light  allows  the  player  to  energize  the  environment  with  electricity.    Being  a  cyborg,  the  player  has  electrical  implants  which  allow  him  to  generate  energy,  but  also  cause  him  harm  as  the  human  parts  of  him  are  sensitive  to  electrical  shock.    By  turning  on  the  Blue  Light,  platforms  and  other  objects  in  the  mechanical  world  will  come  to  life  and  begin  to  move  and  perform  functions,  but  the  player  is  dealt  1  damage  every  1  second  while  the  Blue  Light  is  active,  so  it  must  be  used  sparingly.        

Page 20: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

20    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

     

   

 

Yellow  Light  The  Yellow  Light  renders  the  player  invulnerable  to  many  harmful  objects  in  the  game  world,  such  as  dangerous  acid  and  prowling  robots.    Because  generating  this  protective  field  is  very  taxing  on  the  player  character,  the  player  will  have  reduced  speed  and  jump  ability  while  it  is  active,  meaning  that  progress  is  slower.      

     

Page 21: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

21    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

   

Green  Light  The  Green  Light  allows  the  player  to  enter  the  world  as  it  once  was:  lush,  green,  and  untouched  by  the  mechanical  developments  that  pervade  his  native  environment.    The  Green  Light  alters  the  environment  around  the  player,  removing  all  of  the  mechanical  apparatuses  and  replacing  them  with  greenery.    Entering  the  green  world  will  allow  the  player  to  move  through  the  world  in  ways  he  could  not  otherwise.    The  green  world  also  allows  the  player  to  heal  using  the  fruit  in  the  world.    

     

     

Page 22: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

22    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Traveling  Between  the  Two  Worlds  In  the  future  world,  the  player  is  able  to  activate  mechanical  gizmos  using  his  Blue  Light  and  can  bear  its  tribulations  using  the  Yellow  Light.    However,  there  is  no  source  of  health  in  the  future  world,  and  sometimes  the  future  world  is  simply  resistant  to  the  player’s  movements,  meaning  that  the  player  must  enter  the  past  world  in  order  to  heal  or  advance.    By  using  the  Green  Light,  the  player  visits  the  past  world.    In  the  past  world,  some  new  paths  will  be  open  that  were  not  open  before,  and  some  open  paths  will  be  closed.    Also  present  in  the  past  world  are  fruit,  which  hang  from  the  trees  and  allow  the  player  to  eat  them  to  replenish  some  health.    While  the  past  world  is  very  inviting,  it  is  also  very  difficult  to  advance  through  because  of  the  lack  of  technological  niceties  like  moving  platforms,  bridges,  etc.,  and  the  player  must  live  in  his  own  world  to  complete  his  quest  and  fulfill  his  obligation  to  the  future  world  to  continue  to  undo  the  damage.  

Page 23: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

23    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Controls  

         

       

 

Page 24: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

24    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Interactive Objects    There  will  be  various  different  interactive  objects  within  Helios.  All  of  these  objects  will  be  used  in  different  ways  by  the  player  to  solve  puzzles  and  progress  through  the  game.  These  objects  will  be  broken  up  into  different  categories,  which  are  listed  below  depending  on  how  the  player  will  generally  interact  with  them  via  the  three  main  mechanics  of  the  game.      

Green Light Objects  

Fruit  Fruit  will  be  an  object  that  the  player  will  be  able  to  interact  with  after  using  the  time  shift  ability.  The  main  goal  of  the  fruit  is  to  heal  players  that  have  lost  health  due  to  various  reasons.  Players  will  be  able  to  interact  with  the  fruit  object  in  random  locations  in  the  game  world  after  activating  the  green  light,  which  is  shown  and  described  in  detail  in  the  mechanics  section.  There  is  no  limit  to  how  much  fruit  the  player  can  eat.  Players  will  interact  with  the  fruit  by  pressing  the  “E”  button.  The  storyboard  below  details  an  interaction  between  the  player  and  the  fruit.      

 

Blue Light Objects  

Platforms  Platforms  will  be  an  object  that  the  player  can  interact  with  in  various  ways;  however,  the  overall  idea  of  platforms  is  that  the  player  can  move  through  the  level  by  jumping  on  platforms,  which  allow  the  player  to  cross  gaps  or  reach  elevations  he  

Page 25: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

25    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

or  she  might  not  otherwise  reach.  An  example  of  how  a  player  might  interact  with  a  platform  is  detailed  in  the  storyboard  below.    

 

Switches  Switches  will  be  used  to  activate  various  objects  within  the  game  world  while  the  player  has  the  blue  light  active.  The  player  will  simply  activate  the  blue  light,  which  will  allow  him  or  her  to  interact  with  the  switch.  The  switch  will  then  provide  power  to  an  object  such  as  a  platform  that  would  have  otherwise  been  out  of  reach  of  the  player.  An  example  of  how  the  player  might  interact  with  a  switch  to  provide  power  to  an  object  is  detailed  in  the  storyboard  below.    

 

Conveyer  Belts  Conveyor  belts  are  objects  that  the  player  will  do  various  things  with  to  solve  puzzles  and  progress  through  the  game.  The  main  idea  behind  the  conveyor  belts  is  that  they  will  be  used  to  transport  objects  or  the  player  throughout  the  level,  and  the  player  may  have  to  provide  power  to  them  to  for  them  to  operate  properly.    

   

Page 26: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

26    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Yellow Light Objects  

Pressure  Pads  Pressure  pads  will  be  used  in  various  ways  to  solve  puzzles  and  progress  through  the  game;  however,  the  main  idea  behind  them  is  that  the  player  will  use  heavy  objects  such  a  crate  to  hold  the  pressure  pad  down.  This  in  turn,  will  typically  activate  some  other  object  within  the  world  for  the  player  to  interact  with  and  progress.  An  example  of  how  the  player  might  interact  with  a  pressure  pad  is  detailed  in  the  storyboard  below.    

   

Toxic  Waste  Toxic  waste  will  be  present  in  the  mechanical  world  and  has  the  ability  to  damage  the  player  if  he  or  she  comes  into  contact  with  it,  which  will  deal  a  set  amount  of  damage.  The  player  has  the  ability  to  protect  him  or  herself  from  the  dangers  of  the  toxic  waste  by  activating  the  yellow  light.  This  will  protect  the  player,  but  it  will  also  limit  the  player’s  movement.  Players  will  need  to  figure  out  how  to  solve  puzzles  when  toxic  waste  is  present.  An  example  of  an  interaction  that  the  player  may  have  with  toxic  waste  is  detailed  in  the  storyboard  below.    

         

Page 27: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

27    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Varying Light Objects  

Enemies  Enemies  within  the  game  can  either  help  or  hurt  the  player  depending  on  the  interaction.  Players  are  able  to  ride  on  top  of  enemies;  however,  if  enemies  collide  with  the  player  in  either  the  front  or  the  back  they  will  deal  damage  to  the  player.  An  example  of  how  the  player  will  interact  with  an  enemy  is  detailed  in  the  storyboard  below.  

NPCs  NPCs  will  be  present  throughout  the  game  world  as  the  player  progresses.  The  player  will  be  able  to  interact  with  them  for  various  reasons.  The  main  reason  behind  interacting  with  NPCs  will  be  to  gain  more  of  the  story.  Other  reasons  would  be  to  gain  tips  and  hints  as  to  how  to  solve  future  puzzles  and  to  gain  information  as  to  what  is  yet  to  come.  An  example  of  how  the  player  will  interact  with  an  NPC  is  detailed  in  the  storyboard  below.    

 

Crushing  Devices  Crushing  devices  are  objects  in  the  game  world  that  will  deal  crushing  damage  to  the  player,  which  will  kill  them  instantly.  The  yellow  light,  which  typically  gives  the  

Page 28: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

28    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

player  protection  against  various  environmental  hazards  and  damage,  will  not  give  the  player  protection  from  crushing  damage.  The  player  will  need  to  figure  out  how  to  interact  with  crushing  devices  in  order  to  either  power  them  down  or  circumnavigate  them.  An  example  of  an  interaction  that  the  player  may  have  with  crushing  devices  is  detailed  in  the  storyboard  below.  

Force  Fields  Force  fields  are  dangerous  objects  in  the  world  that  the  player  will  need  to  avoid  in  order  to  stay  alive.  Similar  to  the  crushing  devices,  force  fields  will  deal  damage  to  the  player  that  cannot  be  deflected  by  using  the  yellow  light.  The  player  will  need  to  figure  out  how  to  interact  with  force  fields  in  order  to  either  power  them  down  or  circumnavigate  them.  An  example  of  an  interaction  that  the  player  may  have  with  force  fields  is  detailed  in  the  storyboard  below  

Bottomless  Pits  Bottomless  pits  are  featured  throughout  the  world  that  will  act  as  an  area  that  will  kill  the  player  if  they  fall  into  them.  They  can  be  avoided  by  performing  various  tasks  throughout  the  game  in  order  to  solve  the  puzzles  to  progress  forward.  An  example  of  an  interaction  that  the  player  may  have  with  bottomless  pits  is  detailed  in  the  storyboard  below.  

  Special  Note:  Water  will  be  an  element  that  is  present  in  the  nature  world  primarily.  Water  will  affect  player  movement  similar  to  the  way  that  the  yellow  light  does.  Water  will  not  damage  the  player;  however,  the  water  has  the  potential  to  turn  into  toxic  waste  if  the  player  

Page 29: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

29    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

is  to  shift  back  into  the  mechanical  world,  which  would  damage  the  player  unless  the  yellow  light  is  active.    

Page 30: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

30    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Feedback  

HUD  The  HUD  will  consist  of  one  main  element,  which  will  be  a  segmented  health  bar  that  provides  clear  understanding  to  the  player  as  to  how  much  health  he  or  she  has.    An  example  of  the  segmented  health  bar  that  will  be  implemented  can  be  seen  in  the  below  screenshot  of  the  game  Star  Wars.  We  want  the  player  to  have  a  clear  indication  as  to  how  many  hit  points  he  or  she  has  without  having  to  pay  attention  to  numbers  of  any  sort.  This  will  be  the  only  element  to  the  player’s  HUD  in  attempt  to  keep  it  as  clean  as  possible.      

 

Visual Feedback  Helios  will  provide  the  player  with  visual  feedback  in  a  number  of  ways.    The  most  evident  is  the  changing  of  the  world  when  the  green  light  is  on,  but  each  of  the  lights  will  be  very  obvious  when  activated:  the  whole  world  will  glow  faintly  of  that  color,  and  the  player  will  emanate  light  of  that  color.    Electrical  objects  will  spark  feebly  when  the  Blue  Light  is  off,  and  become  bright  and  animated  when  the  Blue  Light  is  on.    

Page 31: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

31    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

The  screen  will  shake  gently  when  the  player  takes  damage  to  give  the  player  the  feedback  necessary  to  adjust  their  behavior  without  disorienting  them.    

Audio  Audio  feedback  will  feature  standard  sound  effects  like  footsteps,  the  sound  of  the  lights  toggling,  and  the  noises  made  by  moving  levers  or  opening  doors.    When  switching  between  worlds,  players  will  hear  very  different  sounds:  the  mechanical  world  will  feature  a  soundtrack,  whirring  gears  and  clanking  metal;  the  nature  world  will  be  peacefully  quiet  except  for  the  player’s  footsteps  and  the  ambient  sounds  of  nature.    

Page 32: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

32    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Level Design  Helios  features  ten  unique  and  diverse  levels  that  will  test  the  player’s  mettle  in  both  platforming  skills  and  puzzle  solving.    These  levels  are  fairly  long,  and  are  therefore  broken  into  chunks  using  a  simple  checkpoint  system.    Each  level  is,  in  essence,  two  levels,  with  the  mechanical  world  overlaying  the  natural  world.    Each  level  will  detail  a  step  along  the  cyborg’s  journey  towards  his  transcendent  moment.    The  cyborg  will  journey  to  the  top  of  a  mountain,  overcoming  each  level’s  obstacles  as  he  goes.    By  reusing  assets,  the  levels  will  maintain  a  cohesive  feel  and  visual  theme,  but  by  varying  the  shapes  of  the  levels  and  what  the  player  is  required  to  do  within  them,  we  can  ensure  that  the  player  is  never  bored.    Possible  ideas  for  later  levels  in  the  game  include  a  purely  vertical  level,  an  underground  level,  a  water/toxic  waste  level,  and  a  level  made  almost  entirely  of  conveyors,  platforms,  and  switches.      

Interludes  Between  each  level,  the  player  will  see  text  on  a  black  screen  that  reveals  the  cyborg’s  steady  transformation  from  mostly  robot  to  completely  human.    In  the  earlier  levels,  these  brief  Interludes  will  feature  very  rational,  cold,  distant  cyborg  thoughts,  but  as  the  player  progresses,  the  Interludes  will  become  more  and  more  humanized  and  poetic,  allowing  the  player  character  to  undergo  a  subtle  emotional  journey.      

Checkpoints  Each  level  in  Helios  will  include  several  checkpoints  (2-­‐4)  which  will  allow  the  player  to  progress  through  the  level  without  having  to  backtrack  too  much  if  they  perish.    These  checkpoints  will  be  implemented  using  a  simple  system  of  Kismet  nodes  that  toggle  Player  Start  objects  on  and  off.        

Page 33: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

33    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Parallel Levels  The  levels  within  Helios  will  be  parallel  with  one  another  meaning  that  the  design  of  them  will  be  able  to  intersect  with  one  another.    This  will  be  done  to  create  better  synergy  and  comprehension  between  the  theme  and  gameplay.      For  this  reason,  one  world  will  be  designed  around  a  nature  theme,  while  the  other  will  be  designed  around  a  mechanical  theme.  Both  worlds  need  to  speak  to  the  theme  of  having  one  cohesive  world  that  the  player  traverses,  which  is  broken  up  in  two  different  points  in  time.  The  nature  themed  world  will  be  the  past,  while  the  mechanical  themed  world  will  be  the  future.  The  player  will  be  able  to  flip  between  the  two  worlds  using  the  yellow  light  ability,  which  is  discussed  in  more  detail  in  the  Basic  Abilities  section  of  this  document.        

   

   The  images  above  show  a  visual  representation  of  how  the  two  different  worlds  may  look  if  the  player  was  to  traverse  between  the  two  at  the  same  point  in  the  game.  

Page 34: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

34    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Mock Level Design  On  the  next  page  is  a  mock  level  design  showcasing  a  tutorial  level  for  Helios.    A  larger  version  of  this  mockup  is  bundled  in  the  folder  with  this  document  as  a  standalone  PDF.    The  level  is  broken  into  sections  for  easier  distribution  of  mechanics  during  the  crucial  tutorial  level.    These  sections  coincide  with  the  locations  of  checkpoints  in  the  level.    The  same  is  true  for  the  IPM  chart  which  follows  the  mock.    

Page 35: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

35    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

!"#$%&'!()$')

"#$%&'!*+,-

"#$%&'!()$')

"#$%&'!*+,-

!"##$%"&"'(

)*+(,-.'$/012*3-.'$)#"45*,&

)*+(,-.'$/012*3-.'$)#"45*,&

)*+(,-.'$/012*3-.'$)#"45*,&

)*+(,-.'$/012*3-.'$)#"45*,&

)*+(,-.'$/012*3-.'$)#"45*,&

60(.7$8$9#*7(7$7#*+#:$+;(.$7+-49;$-7$0,(77(%)*+(,-.'$/01

2*3-.'$)#"45*,&

"#$%&'!()$')

.&/&#!01! !"#$%&'!()$')

)*+(,-.'$/012*3-.'$)#"45*,& )*+(,-.'$/01

2*3-.'$)#"45*,&

)*+(,-.'$/012*3-.'$)#"45*,&

<"4$5,=-4$4*$,('"-.$;("#4;$-.$*,%(,$4*$7=,3-3(

>+-49;$?"9@$".%$=7($0#"45*,&$4*$

0,*',(77

!"#$%&'!*+,-

>+-49;$?"9@$?(9"=7($%,*0$+-##$@-##$0#":(,

"#$%&'!2&$#)2!3245#,!6&!/&'%!#47!$)!)283!948+)

"#$%&'!()$')

"#$%&'!()$')

>+-49;$?"9@$4*$0,*',(77

A(##*+$#-';4$%-7"?#(%$5*,$4;-7$

0=BB#(

>+-49;$?"9@$?(9"=7($%,*0$+-##$@-##$0#":(,

:;<(=

)*+(,-.'$/012*3-.'$)#"45*,&

60(.7$+;(.$7+-49;$-7$0,(77(%

"#$%&'!2&$#)2!3245#,!6&!/&'%!#47!$)!)283!948+)/01C*+.$%-,(94-*."#$

4,"9@$"%%(%$4*$0#"45*,&$&*3(&(.4$

*.9($7+-49;$-7$0,(77(%

)*+(,-.'$/012*3-.'$)#"45*,&

"#$%&'!*+,-

<"4$5,=-4$4*$,('"-.$;("#4;$-.$*,%(,$4*$7=,3-3( )*+(,-.'$/01

2*3-.'$)#"45*,&

>+-49;$?"9@$".%$=7($0#"45*,&$4*$

0,*',(77

.&>&+,

D-';#-';4(%

D-';#-';4(%

D-';#-';4(%

E$F=,=

E$)#":(,

E$)#"45*,&$G2(9;".-9"#$+*,#%H

E$I*J

E$=7($A(##*+$#-';4

E$=7($I#=($#-';4

E$=7($F,((.$#-';4

E$0,(77=,($0"%

E$7+-49;

E$*?K(94$"94-3"4(%$?:$0,(77=,($0"%

E$*?K(94$"94-3"4(%$?:$7+-49;

E$*?K(94$"94-3"4(%$?:$I#=($#-';4

E$9;"7&

E$?*44*&#(77$0-4

E$+"4(,

E$4*J-9$+"74(

E$)#"45*,&$GL"4=,($H

E$7&"##$4,((

E$#",'($4,((

E$5,=-4

.&/&#!0$! !=&12$+81$#!?4'#,

M$E$9;(9@0*-.4

.&/&#!06! !=&12$+81$#!?4'#,

.&/&#!01! !=&12$+81$#!?4'#,

.&/&#!0,! !=&12$+81$#!?4'#,

.&/&#!01! !!!!!!!@$)5'&!?4'#,

.&/&#!0,! !!!!!@$)5'&!?4'#,

Page 36: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

36    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

IPM Chart

Our  IPM  chart  showcases  our  checkpoint  system  in  the  first  level  and  shows  the  appropriate  distribution  of  skills  learned  over  the  course  of  the  tutorial  section  of  the  game.    Other  mechanics  are  introduced  more  slowly  later  on  as  the  puzzles  become  more  complex  by  utilizing  all  of  the  earlier  mechanics  and  objects  in  addition  to  the  newly-­‐introduced  mechanics  and  objects.  

 

Page 37: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

37    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

 

Asset List                        

Static Meshes            

               

Mechanical World            

Girder 1            

Girder 2            Pressure Plate Frame            

Pressure Plate Button            Mechanical Platform 1            

Mechanical Platform 2            Relic            

Handrail            Elevator 1            

Elevator 2            Toxic Waste            

Big Crate            Small Crate            

Force Field            Wire Bunch            

Conveyer Belt            Single Wire 1            

Single Wire 2            Switch            

Control Panel            Support Beam 1            

Support Beam 2                            

Nature World            

Grass            Bushes            

Water            Rock            

Boulder            Cliff            

Mountain            Nature Level Backdrop            

Relic            Tree 1            

Page 38: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

38    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Tree 2            

Tree 3            Fruit            

Roots            Flower Blue            

Flower Red            Flower Yellow            

Tree Trunk            Nature Platform 1            

Nature Platform 2                            

Skeletal Meshes            

Player Character Human            Guru            

NPC Cyborg 1            NPC Cyborg 2            

Player Character Cyborg            Enemy 1            

Enemy 2                            

Animations            

PC Idle            

PC Run            PC Jump            

PC Take Damage            PC Fall            

PC Swim            Guru Idle            

Guru Talking            NPC Cyborg Idle            

NPC Cyborg Talking                            

Particle Effects            

Light Change Activated            

Light Change Completed            Power On Electricity            

Harmful Gas            Water Bubbles            

Fruit Glow                            

Page 39: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

39    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Sound Effects            

Footsteps on dirt            

Footsteps on grass            Footsteps on stone            

Footsteps on metal            Character Jumping            

Character Takes Damage            Character Death            

Chasm Echo            Activated pressure plate            

Deactivated pressure plate            Activated lever            

Deactivated lever            Door opening            

Door closing            Conveyor Belt Start            

Conveyor Belt Movement            Conveyor Belt Stop            

Harmful Liquid Sound            Water Sound            

Electric Field Activated            Electric Field Deactivated            

Yellow Light Activated            Blue Light Activated            

Green Light Activated            Robot steps            

Crusher Descent            Crusher Press            

Crusher Lift            Crusher Stop            

Ambient Mechanical Sounds            Ambient Nature Sounds                            

Music            

Loading Screen Music            Level 1 Music            

Level 2 Music            Level 3 Music            

Level 4 Music            Level 5 Music            

Level 6 Music            

Page 40: Helios - Darren Gilkes Portfoliodarrengilkesportfolio.weebly.com/.../teamchobits_helios_gdd_1012.pdf · Helios Game Design Document By Team Chobits Dean%Fazio% ... Rayman%Origins

40    

 Team  Chobits  –  GDD  Version  1                                                                                                                                            Full  Sail  University  

Level 7 Music            

Level 8 Music            Level 9 Music            

Level 10 Music                            

Materials            

Mechanical World Terrain Material 1            Mechanical World Terrain Material 2            

Nature World Terrain Material 1            Nature World Terrain Material 2            

Pristine Water Material            Polluted Water Material            

Player HUD            Dialogue Font Text            

Player Skin Human            Player Skin Cyborg            

NPC Cyborg Skin 1            NPC Cyborg Skin 2            

Guru Skin            Mechanical Level Backdrop            

Nature Level Backdrop            Enemy 1 Skin            

Enemy 2 Skin            Water            

Toxic Waste            Grate            

Crate            Wire Bunch            

Wire Single            Glow            

Spark            Support Beam Rusted            

Support Beam Dull            Rock            

Flower Blue            Flower Red            

Flower Yellow            Blue Sky            

Tree Green Large            Tree Green Small