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Mutant Cakes Attack Daniel Michael 3103360

Mutant Cakes Attack Script Report

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My final assignment for INT6300 at the University of Newcastle for Computer Games Design.A Game Script report on my own original game concept.

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Page 1: Mutant Cakes Attack Script Report

Mutant Cakes Attack

Daniel Michael

3103360

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INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________

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Game Outline

High Concept

You are ninja. You must use your special assassin abilities to overturn the mutant cakes

and take back the city in the final battle of the bulge.

As ninja, the player must work her way through four different lands to conquer the mutant

cakes before they take over the final landscape – the city.

1. Gameplay

Goal

There are four main worlds within the game which progress in a parallel layout (Adams,

E. & Rollings, A. 2007).

The four main worlds, Country, Residential, Industrial and City must be saved from the

mutant cakes that slowly take over each world.

As the player traverses each landscape destroying cakes, the enemy also continues

alongside her defying being completely hunted down and destroyed.

The player encounters evolved mutant cakes at the end of each world level and must

defeat it before gaining access to the next world.

The ultimate goal is to stop the mutant cakes from reaching the City World and

conquering civilization.

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The following table describes the high level game progression through each of the four

worlds and the required skill level to complete each.

Rural World Residential World Industrial World City World

Explore world Slow Mutant Cake

progression by

defeating L2 mutant

cakes

Defeat L2 & L3 Mutant

Cakes

City in chaos, defeat L3

Mutants

Fight Level 1 Mutant

Cakes

Fight mutant cakes and

uncover new abilities

Find advanced

weaponry & Master

Destroy all L2 Mutants

and uncover ‘True

Ninja’ suit

Gain basic fighting skill

to advance

Gain weaponry skills Learn combo skills Gain advanced skills

and master

Defeat Level Boss Defeat Level Boss Defeat Level Boss Defeat Level Boss to

win game (victory

condition)

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Challenges

The table below sets out a list of the challenges found throughout the game.

Challenge Type Challenge detail

Fighting mutant cakes As ninja the player must fight the mutating cakes

and learn different moves to progress (related

action – Basic Attack).

Special abilities There are basic fighting skills bestowed upon all

players on entry to the game world but there are

special moves available to the player (related

actions – Special Abilities).

Find weapons The player must find and collect the weapons

required to stop the mutant cakes from taking over

each game world location (related action –

Weapon Use).

Find Mutant Bosses Mutant bosses at the end of each level must be

found and defeated.

Defeat multiple enemies Mutating Cakes have built in Artificial Intelligence

that they will use to attack in packs making defeat

harder for the player. She must find ways to use

abilities learnt to defeat multiple enemies

simultaneously.

Uncover Ninja Secrets The player must uncover Ninja secrets at certain

points in the game to be able to defeat Boss level

mutant cakes or to reveal special abilities.

Uncover Mutation plants Mutation plants are found in the Industrial and City

levels. This is where the Mutant Cakes are re-

producing and must be stopped.

Find the ‘True Ninja’ master black suit The True Ninja suit is demonstrative of having

learnt all abilities and having mastered all

weaponry in readiness for the final Boss Level

Mutant Monster Cake.

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Actions

Action type Action description User Controls

Basic movement Ninja are able to move forward, back and up and down in this free roaming third person perspective world.

Ninja movement can be mapped directly to mouse or basic keyboard control. Scroll-wheel mouse movement will move the terrain and look forward, back and left and right through the available game world view. Forward – D Back – A Up – W Down – X The arrow keys perform the same action as a mouse scroll wheel described above.

Basic Attack Basic attacks bestowed upon game commencement include punch, kick and jump.

All attacks are keyboard assigned

Punch – J Kick- K Jump - Spacebar

Special Abilities Special abilities are earned by progressing through the gameworld and awarded at intervals where significant challenges have been overcome.

Special abilities are keyboard assigned and include combination key pushes as well as extra key functions which are unlocked by these progressive measures

N – Slide takedown M – Flying kick < - Punch Kick Combo > - Throw

Weapon Use As the player progresses through each gameworld she will find weapons, which can be used in attacking mutant cakes.

Weapons are assigned to keyboard keys as they are gained instructions will be given to the player via modal pop-ups allowing customization of key preference

U – Sword slash I – Sword stab O – Nun-chuck attack

Defense The player can defend herself from cakes that tempt them to gorge on them.

Z – basic defend

Z+U – weapon block defense move

Gorge Ninja is swayed by temptation and gorges on cake.

If the protagonist is lured by the enemy taunting and eats mutant cake he is slowed down gains weight making him less effective as ninja warrior.

Too many ‘Gorges’ and the player will lose life points and

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eventually one avatar life.

Menu access The menu access is available during game play and allows the player to check her characters attributes such as health, abilities and weapon log.

Y – Menu access (game pause)

Save game The save game menu allows the player to save her current position in the game world.

Accessed via the modal pop up ‘Menu access’

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Figure 4. Hierarchy of challenges

The hierarchy of challenges diagram above (figure 4.) explains how the atomic

challenges (explore Rural World, Residential World etc) create the sub-missions (fight

cakes, gain skills etc) to complete each level mission (defeat multiple enemies) and

complete the ultimate goal (defeat Level Boss) to win the game (achieve victory

condition).

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2. Story and Character

Backstory

Gradually the human race has become lazier and lazier, preferring mass-produced fast

food to fresh healthy produce. Take away shops, fast food chains; sweets, chocoloates

and cakes gradually became the preference to any type of healthy alternative.

While we grew lazier we injected hormones and used artificial ingredients that were

chemically produced and created foods that became less and less nutritional and more

and more dangerous.

One day the products of our environment and creation, mutated into sentient life forms

and the cakes that we grew to love and enjoy suddenly took on it’s own form - and it

wasn’t happy.

Mutant cakes gradually turned into anthropomorphic beings and started turning against

human kind, chasing us out of house and home across the land and threatening

humanity with a violent, sickly sweet takeover.

Objective

The objective of the game is to defeat the mutant cakes before they conquer civilization.

The game has four levels and in order to defeat the mutant cakes, the player must travel

through each world, conquering mutant cakes before finally defeating the final City World

Level Boss.

The player must progress successfully through each of the four levels, defeating Level

Bosses at the conclusion of each world’s activity. She must then defeat the final Level

Boss at the conclusion of the City World to be the overall game winner.

Defeating the City World Level Boss is known as the games victory condition (Adams, E.

& Rollings, A. 2007).

Mission

Aimed at the casual gamer market, the game’s narrative features a fold back style story

which sees the player engaged in creative play as she navigates each world roaming her

environment engaging enemies in different situations as she progresses.

This means that she is free to explore each world as she chooses for a quick fun

interaction, encountering mini challenges along the way, but will inevitably always arrive

at the end of the world level in the same way to defeat the Level Boss (see figure 6).

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There are four worlds and four Level Bosses, each of which will slowly become harder to

defeat.

This progressive creeping of difficulty occurs in an intuitive manner becoming harder as

more sub-missions and levels are completed. The player will need to find weapons which

will be required to defeat level bosses - the game engine tracking this progress so that

she will not move past a certain level if those requirements are not met. This is called a

saw-tooth progression of difficulty (Adams, E. & Rollings, A. 2007).

As well as weaponry, special moves (Ninja abilities) can be learnt and these are

presented to the player visually as icons in the Active Shell menu.

Level Health and Ability are the two main visual indicators that are shown to the player

(see User Interface Figure 7) giving her mission feedback.

As Special Abilities are earned and weapons found the story engine will progress the

game engine to keep the narrative moving through the sub-missions to the Level

missions in a natural way that appears seamless to the player.

These collective atomic challenges & missions combine to complete the narrative of each

World Level and will trigger the game engine to engage the player at the right moment in

Boss Level gameplay (Adams & Rollings, 2007).

Each Level Boss is a key narrative event in the game world hence is embedded in the

story engine to ensure that the player has learned enough in each world level to progress

so that the story moves in a way that seems in keeping with the style of the game.

When engaged in Boss Level gameplay the L1, 2 & 3 mutant cakes are not featured so

that the player is left to defeat the Level Boss. Level Boss monsters need to be defeated

multiple times in order to win (see Core Mechanics, Rules).

The visual feedback provided shows the mutant cakes beginning to crumble, pieces

falling away and finally the cakes crumbling to dust.

Key to the narrative progression is that the player is not required to defeat all cakes in

order to get to and defeat the Level Boss at the end of each World Level. This indicates

to the player that the cakes continue to mutate and take over each city despite her best

efforts right until the final City World. In this way the player must realise that they must

continue the good fight to defeat the mutating cakes but also realises that the final

showdown will occur at the City World level.

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Characters

Our main protagonist is ninja; a small but deadly assassin that kicks, punches, slashes,

bash and smash their way through multiple mutant cake enemies, turning them to wispy

clouds of icing sugar.

The player can chose from four primary colour ninja outfits, red (see Figure 1 for some

basic mockups of comic style of the game), yellow, green and blue providing her with an

element of creative and expressive play (Adams & Rollings, 2007).

The ‘True Master Ninja’ (see Figure 2.) outfit is evidence of mastery of the arts and as

such, must be earned.

 

Figure 1 Red Ninja Figure 2 - True Master Ninja

Character development

Enhancing expressive play the player can chose her ninja colour at the onset of the

game.

This increases her feeling of belonging in the game and is how the magic circle is

entered, separating the real world from the pretended reality (Adams & Rollings, 2007.

p7). The player enters and thus begins her journey becoming the protagonist as ninja, a

powerful statement of expressive play.

Characters develop through the progression of worlds Rural through to City. The main

form of development is to learn new abilities, find weaponry to master and unlock the

secret of the True Master Ninja.

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Enemies

The enemies are ‘mutant cakes’ that have evolved from our over-stimulated environment

of greed and gluttony on Planet Earth.

Cakes evolve becoming more powerful through 3 levels of mutation and are both comical

and deadly, but must be stopped before they reach the city.

Ninja can also be enticed by the sickly sweet temptations and can be tempted to eat

them instead of destroying them, which is known as a Gorge attack.

The enemy shows character development through their different mutations, which are

visually shown by swelling or distortion of the cake bodies and faces as well as different

colours as visual indicators of change.

Figure 3. Examples of different Level 1 ‘Mutant Cakes’

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3. User Interface

Figure 5. Game flow chart

The flowchart above (figure 5.) describes the flow of the game.

Upon commencement the player is presented with a Splash/Intro Screen showing cut

scenes and short animated teasers, which loops, creating a visual identity or feel for the

game.

From this Splash screen the player can select to ‘Enter’ where she travels to the ‘Profile’

screen where she may choose a player colour (or keep the default) enter details such as

name and save location, and then start the game.

In a foldback fashion once each world is entered the player is free to explore the area

uncovering secrets, abilities and defeating the enemy but will always eventuate at the

same point to defeat the Level Boss. To this end each game world defines the total scale

of the game – the boundaries of each world are free to be explored but the edges of each

world will wrap at the top, bottom and sides to get around the ‘edge of the world’ problem

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associated with large open spaces (Adams & Rollings. 2007). This defines the physical

gameworld.

The Shell Menus allow the player to pause the game and save their current position.

Although this can decrease the player’s immersion in the game it is available so that she

has the choice as the pace can be frantic and overwhelming and she may feel like a

break to assess her strategy, check weapons available and save the current position if

defeat seems likely (Adams & Rollings 2007).

The Active Shell menu also allows her to check character attributes and weapons/secrets

collected which becomes important as the worlds progress to have collected certain

fighting prowess and weapons to be able to defeat the Level Boss.

The shell menus are mapped to keys that learned progressively by the player, for

example by discovering a weapon, the way to use it is instructed by instructed by modal

pop up.

If the player misses the instruction the Active Shell menu can be accessed and it is here

they can take stock of abilities and weapons control etc.

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Figure 6. Game Progression - story flow chart

Figure 6 depicts how the player creates the fold back story experience to create the

narrative in her own choice of progression. Each event depicts a series of occurrences

(fights/attacks) that eventually lead her to the Level Boss.

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Figure 7. Main Gameplay mode

Figure 7 shows the main Gameplay mode. By minimizing shell menus and meters to a

minimum, maximum real estate remains available during the main Gameplay mode. This

provides the player a greater visual freedom to roam and explore in expressive free form

play (Adams & Rollings 2007).

The Active Shell menu is still available in this Gameplay mode but will pause the game

momentarily while it is accessed.

Authors note: Further development could create a split-screen ability so the player

doesn’t lose the in-game immersion by accessing the Active Shell Menu.

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Figure 8 Ninja Attributes Shell Menu

Figure 8 shows the Ninja Attributes Active Shell menu that is displayed as a contextual

pop up accessed by keyboard shortcuts and provides the player with a short pause and

the ability to take stock on health, abilities and special attributes she has earned.

The game is played in action classic Third Person Perspective and allows the player to

see the character and with the camera following behind. It employs the avatar based

interaction model where the player is able to see her avatar and the camera follows from

behind.

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The elements of each component of the Active Shell menu are described by their

Element, Function and Player Feedback in the table below.

Ninja Attributes – Elements

Element Function Player Feedback

Health (bar attribute) A visual element displays the player’s current health status. Decreases through enemy attack and by gorging on enemy and is mapped to players lives available. Once depleted below visual level one life is lost and player must start again from last checkpoint.

Power bar – visual element. Sectioned into 4 equal sections that deplete in half quantities, giving one full life 8 depletions of health bar before 1 life is lost.

Lives (visual element Visual element showing outline version of avatar.

On or off values. Maximum value of 4. Starting position of 3 lives, reduced by losing life, gained by finding one-ups through game world.

Fighting Ability – Kicking (Active Shell Menu)

Bestowed basic ability – kick attack

Visual element, player executes keyboard move, avatar responds with bestowed basic movement

Fighting Ability - Punching (Active Shell Menu)

Bestowed basic ability – punch attack

Visual element, player executes keyboard move, avatar responds with bestowed basic movement

Fighting Ability - Combo (Active Shell Menu)

Earned advance ability – punch kick combo attack

Visual element, player executes keyboard move, avatar responds with learnt advanced attack combining punch with kick

True Ninja (Active Shell Menu) Earned advanced ability – True ninja attack

Visual element. True ninja shown through Black Ninja outfit depicting level of kung-fu mastery

Ninja Gorge (Active Shell Menu)

Enemy attack – ninja is lured into eating enemy slowing her down

Visual element. Ninja is lured into eating Mutant Cake, which adds bulk to avatar and slows movement down, also depletes one half of quarter health element per gorge action.

Ninja Weapon – basic (Active Shell Menu)

Bestowed weapon attack Activated by key press, details accessed by Active Shell Menu

Ninja Weapon – intermediate (Active Shell Menu)

Earned weapon attack – Slash and stab variations available once weapons found

Activated by key press, details accessed by Active Shell Menu

Ninja Weapon – advanced (Active Shell Menu)

Earned weapon ability – one touch defeat attack that

Activated by key press, details accessed by Active Shell Menu

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4. Core Mechanics

‘Mutant Cakes Attack’ feature several single entities that provide descriptions for objects

such as health, movement, attacks, actions functionality and weaponry, that combine to

create the games core mechanics (Adams & Rollings 2007). The entities and their

relationships are explained as a flowchart in figure 9.

Figure 9. Entity relationships

The term ‘Passive entities’ in the Legend (figure 9) is used to describe those entities

which do not affect gameplay. They are core functions such as player creation, game

saving, loading and saving options and world statistics.

Ninja entities are used to describe attributes, movements, attacks actions and weapons

available to the player. These are outlined as the Active Shell Menus above.

Cake entities are describe the entities belonging of the mutant cakes which also

Passive entities because the player is unable to control them through gameplay.

The Passive entities act as the taxonomy of the Ninja and Cake entities. Once the game

has begun and we enter the game world (see Figure 5) the Passive entities are no

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longer required by the Ninja and Cake attributes until the player accesses the Storage

Shell Menu (see Figure 5 also).

Ninja attributes are the entities affecting ninja only.

Ninja movement attributes work synchronously with weapons, ninja attacks and ninja

actions. They are also affected by the Enemy Abilities and Enemy attributes accordingly

(see Figure 9).

Entity Description

Menu Passive shell menu that holds information not used actively in main gameplay

mode

Save Shell menu available to player at all stages of gameplay. Container for all save

entities

World Passive shell menu that concern overall game entry and exit points as well as

score boards and Level Boss information

Ninja Attributes Holds condition of player including numeric relationships to well being, player

choice and some source conditions

Ninja Movement Contains all events related to player movement in active game world

Weapons Holds all sources that can be found in the game during active play

Ninja Attacks All types of events that the player can do in concert with Ninja Movment conditions

Ninja Actions Container of actions that occur as a result of events or conditions related to Ninja

movement and Ninja Attacks

Enemy Movement Condition information of enemy movement in active game world

Enemy Abilities The entity responsible for enemy events

Enemy Attributes The enemy conditions

In Game Economy

Mutant Cakes Attacks in-game economy is comprised of the health of the main

protagonist, how many lives she possesses, and attacks of the enemy.

As an action adventure game with fighting actions, the economy is mainly affected by the

success of fighting or gorging.

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According to Adams & Rollings (2007) sources are the available items in the game world

that are available and these comprise of weapons and abilities (attacks) in the game.

Drains are the means by which the entities are reduced or depleted (Adams & Rollings,

2007) and these are represented by the gorge attack of the enemies and temptation to

gorge from the main protagonist.

If ninja succumb to eating cake instead of destroying it they are depleted of health at a

rate of 1:1. 1 being half of a quarter of a health meter bar (see Figure 8 Ninja Attributes

Elements table).

Rules

The rules of the game are common to action style fighting adventure games, explore,

fight and win scenarios exist in each world which succeed one another in a linear fashion.

Game settings available by the Passive Shell Menu under the Options settings at Startup

allow the player to select from 3 different difficulty levels; Easy, Medium and Hard.

These system settings offer variance by increasing the random number of enemies

generated per world per lifecycle of the game being played as per the table below.

World Level Easy Medium Hard

Rural 5 enemy per 2 minutes

real time

10 enemy per 2 minutes of

real time

20 enemy per 2

minutes of real time

Residential 7 enemy per 2 minutes

real time

12 enemy per 2 minutes

real time

25 enemy per 2

minutes real time

Industrial 9 enemy per 2 minutes

real time

14 enemy per 2 minutes

real time

30 enemy per 2

minutes real time

City 11enemy per 2

minutes real time

16 enemy per 2 minutes

real time

35 enemy per 2

minutes real time

The temporal dimension of a game world defines the way that time is treated in that world

and the ways in which it differs from time in the real world (Adams & Rollings, 2007.

p107).

To create a passing of time each world is on a set cycle to continue for no longer than

one hour of real time per world. The game engine will detect the passing of real time and

trigger key events to keep the game moving toward the Level Boss.

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To reach Level Bosses the player must reach obtain certain levels of defeat in each

world before progressing as indicated by the table below.

World Level Defeat 1 Defeat 2 Defeat 3 Final Defeat

Rural 1 x Kick Punch

Combo

Kick Punch Combo +

Basic Weapon Attack

NA

Residential 2 x Kick Punch

Combo + Basic

Weapon Attack

Kick Punch Combo +

Advanced Weapon

Attack

Secret Ninja

Attack

Industrial 3 x Kick Punch

Combo + Basic

Weapon Attack

Kick Punch Combo +

Advanced Weapon

Attack + Secret Ninja

Attack

Special ability

discovered in this

world

City Kick Punch Combo

+ Advanced

Weapon Attack +

Secret Ninja Attack

2 x Kick Punch

Combo + Advanced

Weapon Attack +

Secret Ninja Attack

3 x Kick Punch

Combo +

Advanced Weapon

Attack + Secret

Ninja Attack

True Ninja

move executed

World progression and Victory Condition

Upon creating a profile (naming the avatar and selecting colour) the game is started at

the beginning of the Rural World (see Figure 6 -Game Progression flow chart) and the

player must fight her way through to the Level Boss, collecting abilities and weaponry

available, before being able to attempt to complete Residential World (see Figure 4

Hierarchy of Challenges).

The following table describes the basic looping rule governing that progression and

defining the victory condition.

Action type Core mechanic description

Global action: Game Progression

Trigger: Level Boss defeated (any world)

IF player has defeated Level Boss (any world)

THEN show planet as completed AND

continue to next World.

IF player has defeated Level Boss x 4

THEN show end sequence (Victory

Condition)

ELSE move player onto next World

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WHENEVER player is defeated by Level Boss

(any world)

THEN subtract one from NINJA

ATTRIBUTE ENTITY and return to

beginning of previous world

The next table explains the games movement mechanics and how enemies interact with

the player and worlds and the damage and health rules overarching the main Gameplay

mode.

Action type Core mechanic description

Global action: Basic movement

Trigger: Keyboard commands used in Active

Gameplay mode

IF key D IS pressed THEN move avatar forward 1 pace

IF key A IS pressed THEN move avatar backward 1 pace

IF key W IS pressed THEN move avatar upwards 1 pace

IF key X IS pressed THEN move avatar downward 1 pace

ELSE take no action Global action: Basic attacks

Trigger: Keyboard commands used in Active

Gameplay mode

IF key J IS pressed THEN EXECUTE avatar Punch attack

IF key K IS pressed THEN EXECUTE avatar Kick attack

IF key Spacebar IS pressed THEN EXECUTE avatar Jump action

ELSE take no action Global action: Special Abilities

Trigger: Keyboard commands used in Active

Gameplay mode

IF key N IS pressed THEN EXECUTE avatar Slide action

IF key M IS pressed THEN EXECUTE avatar Kick_Advance action

IF key < IS pressed THEN EXECUTE avatar Combo action

IF key > IS pressed THEN EXECUTE avatar Throw action

ELSE take no action Global action: Weapon Use

Trigger: Keyboard commands used in Active

Gameplay mode

IF key U IS pressed THEN EXECUTE avatar Weapon_slash

action IF key I IS pressed

THEN EXECUTE avatar Weapon_stab action

IF key O IS pressed THEN EXECUTE avatar Weapon_swing

action ELSE take no action

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Global action: Defense

Trigger: Keyboard commands used in Active

Gameplay mode

IF key Z IS pressed THEN EXECUTE avatar Block action

IF key Z+U IS pressed THEN EXECUTE avatar Weapon_defend

action ELSE take no action

Global action: Gorge

Trigger: Keyboard commands used in Active

Gameplay mode

IF enemy action Gorge_tempt = YES then EXECUTE Ninja action Gorge_L1

IF enemy action Gorge_tempt = YES + 1 then EXECUTE Ninja action Gorge_L2

IF enemy action Gorge_tempt = YES + 2 then EXECUTE Ninja action Gorge_L3

IF enemy action Gorge_tempt = YES + 3 then EXECUTE Ninja action Ninja_defeat

IF enemy action Gorge_attack = YES and Ninja attack < Block then EXECUTE Ninja action Gorge_defeat

Global action: Menu access

Trigger: Keyboard commands used in Active &

Passive Gameplay mode

IF key Y is pressed THEN pause Active gameplay and DISPLAY

Storage Shell menu ACTIVATE Storage Shell menu mechanics

(not covered)

Global action: Save game

Trigger: Keyboard commands used in Active

Gameplay mode

WHEN Storage Shell menu ACTIVE THEN save game to memory

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References

Adams, E. & Rollings, A. (2007). Fundamentals of Game Design. New Jersey: Pearson Prentice Hall. Creative Commons Attribution-ShareAlike. Wolfenstein 3D. (n.d.) Retrieved February 14, 2010 from http://en.wikipedia.org/wiki/Wolfenstein_3D Citations

Adams, E. (2007). High Concept Document template. New Jersey. Pearson Education.

Adams, E. (2007). The Game Treatment Document. New Jersey. Pearson Education. Crazy Flasher 2 (2010). Developer: Andy Law’s Web V5.0. Publisher. Gameninja.com.

Narrative Mode. (n.d.) Retrieved February 14, 2010 from, http://en.wikipedia.org/wiki/Narrative_mode Moby Games. (1999-2010). 3rd-Person Perspective. Retrieved February 14, 2010, from http://www.mobygames.com/genre/sheet/3rd-person-perspective/ SpongeBob Halloween Horror. (2010). Developer: Game Ninja. Publisher:

GameNinja.com.

Yangloong Legend 2: 2nd Impact. (2009). Developer: Vlux Studio. Publisher:

Creetor.com.