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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.
Citation preview
Mutant Cakes Attack
Daniel Michael
3103360
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
_____________________________________________________________________________________________ 2
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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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)
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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’
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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).
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
_____________________________________________________________________________________________ 8
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).
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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’
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
_____________________________________________________________________________________________ 19
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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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
INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________
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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.