gravitos - Vancouver Film School

Transcripción

gravitos - Vancouver Film School
Copyright ©2010 Vancouver Film School – All rights reserved
Game Design Document for:
GRAVITOS
WHAT GOES AROUND, COMES AROUND.
All work Copyright ©2010 Vancouver Film School
Written by: Bernard Hwang, Jack Nilssen, Darryl Spratt
Version 3.0
Monday, October 11, 2010
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Gravitos
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Copyright ©2010 Vancouver Film School – All rights reserved
TABLE OF CONTENTS
Design History ............................................................................................................................................... 4
Game Overview............................................................................................................................................. 7
High Concept ............................................................................................................................................. 7
Philosophy ................................................................................................................................................. 7
Common Questions ................................................................................................................................... 8
Feature Highlights ....................................................................................................................................... 10
Control Overview ........................................................................................................................................ 12
PC Control Scheme................................................................................................................................... 12
XBox Control Scheme ............................................................................................................................... 13
Control Details ......................................................................................................................................... 13
Feature Details ............................................................................................................................................ 16
Collect Satellites and Asteroids ............................................................................................................... 16
Launching Satellites ................................................................................................................................. 23
Control Orbit Speed ................................................................................................................................. 25
Upgrade Gravitron Technology ............................................................................................................... 26
Three "Core" Satellites............................................................................................................................. 30
Map View ................................................................................................................................................ 34
Gameplay Details ........................................................................................................................................ 36
Combat System ........................................................................................................................................ 36
Camera ........................................................................................................................................................ 37
Game Characters......................................................................................................................................... 38
Enemies and Obstacles ............................................................................................................................... 40
Enemies ................................................................................................................................................... 40
Gameplay Walkthrough .............................................................................................................................. 45
Overview .................................................................................................................................................. 45
Beat Chart................................................................................................................................................ 46
The Game World ......................................................................................................................................... 47
The World Layout .................................................................................................................................... 49
Bernard H, Jack N, Darryl S
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Musical Scores and Sound Effects............................................................................................................... 65
Sound Design ........................................................................................................................................... 65
SFX ........................................................................................................................................................... 65
Voice-Over ............................................................................................................................................... 65
Music ....................................................................................................................................................... 65
APPENDICES ................................................................................................................................................ 66
“Game Interface – Menus” Appendix ...................................................................................................... 66
"HUD/On Screen Displays” Appendix ...................................................................................................... 70
“Game Interface – Wireframes” Appendix .............................................................................................. 71
“Story” Appendix ..................................................................................................................................... 77
Features to Complete After Graduation .................................................................................................. 78
“Competitive Analysis” Appendix ............................................................................................................ 89
“Resource/Research” Appendix ............................................................................................................... 92
Bernard H, Jack N, Darryl S
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Gravitos
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DESIGN HISTORY
The following is the history of updates and adjustments made to the design document. Each version
includes a name, date and a list of changes that were made.
VERSION 1.0
Initial pass at design.
VERSION 1.1
Took input from the team and updated new stats (mass, measurements, accuracy etc.) agreed upon.
1. Game Overview Complete (premise/setting still needs fleshing out)
2. Main Features Detailed
a. "Attacking with Orbit" added under Collect Satellites
b. Three core feature added
3. Control Detail finished
VERSION 1.2
1. Three Main Features Complete
a. Space Mine added in Collect Satellites
b. Gravity of Other Objects Added
c. Player Controlled Detail Level Added
2. Environmental Hazards added and moved to The Game World features
3. Camera Added
4. Character Scale Diagram Added
VERSION 1.3
1. Two Main Features Complete
a. Complete Satellites Types added in Collect Satellites
b. Enemies and Obstacles completed
VERSION 1.4
Major art style changes from cartoony to abstract updated throughout the document.
1. Core satellite feature changed
a. Shield Feature updated
2. Character Scale Diagram updated
3. Started on the combat system
Bernard H, Jack N, Darryl S
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VERSION 1.5
1. Music and SFX added
2. All main features added
a. Control orbit speed feature added
3. Combat System further detailed
4. Game Interface started
5. Changed Name
6. Added charging system to shooting mechanic
VERSION 1.6
1. HUD and Interface added
VERSION 1.7
1. Core and Gravitron Upgrade feature are combined to work together
VERSION 1.8
1. Game World Added
2. Game Walkthrough Added
a. Beat Chart Added
VERSION 2.0
Design Document finalized for production phase.
VERSION 2.1
1.
2.
3.
4.
5.
"Space Mine" and "Laser Probe" moved from Satellite Types to Enemies
Removed "Shield Generator" and "Tesla Defense Unit" from Satellite Types
BlackHole Emulator Changes
Rocket Defense Unit Changes
Collect Satellites and Asteroids>Speed Indicator Updated
VERSION 2.2
1. Updated Level Designs > "Level 1" and "Level 2"
2. BlackHole Emulator Stats updated
VERSION 2.3
1. Updated controls.
Bernard H, Jack N, Darryl S
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2. Updated Gravitron collection, movement, and launch variables.
3. Updated Gravitron Aiming with Laser
4. Updated Space Mine's Stats
VERSION 3.0
Design Document updated to reflect Beta.
1.
2.
3.
4.
5.
6.
7.
8.
"Features to Complete After Graduation" added in the appendices
Controls updated
Charging a shot removed in "Launching Satellites".
"Player Controlled Detail Level" updated and changed to "Map View"
Tip boxes added to UI detail
Level Tutorial Updated
Level 1 Updated
Level 2 and 3 moved to "Features to Complete After Graduation"
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
GAME OVERVIEW
HIGH CONCEPT
“What goes around, comes around”
Gravitos is a top down 3D space shooter game where the player gathers satellites and asteroids in space
to defend from and kill enemies while achieving mission-based objectives, such as defending planets
from invaders. The player controls the Gravitron, an outer-space bathysphere that snags smaller objects
in its gravity field. These satellites start orbiting and the more satellites the player has the better
sheltered the Gravitron is from enemies.
PHILOSOPHY
"WHAT IS THAT?"
Our goal is to make the player say, "What is that?" when they first see our game. We want to take
something very familiar and overdone like outer space and toss out the cliché realistic gameplay and
look. Making the player launch asteroids is a good start, but then we want the entire game world to be a
combination of abstract and space. The player and enemies are stylized shapes that progress to planets
and suns that have a bit more realism then to the realistic space background. The planets have large
mountains or even buildings that sprout out into space. The game utilizes many post-processing effects
in Unity 3D to gain its unique look.
FEEL THE POWER
We want the player to feel very powerful in the game. The whole idea of having an asteroid belt orbiting
you that serves as a weapon and shield is very empowering. The more asteroids the player has the more
visual feedback that they are getting stronger and stronger. Showing that progress from starting out as a
defenseless ship in space and then becoming an ultimate weapon is very important.
TIP OF THE ICEBERG
We'll make Gravitos seem like a simple shooter on the surface, but then have many underlying
strategies that give the game depth. This makes the game easy to learn, but hard to master. This is done
by giving the player a lot of different options and methods to perform actions in the game. The simple
action of launching a satellite has a lot of considerations that the player has to take. Considerations like
their chances of hitting an enemy, if the asteroid would be more useful as a defense, are there any other
asteroids nearby, or would it be easier to whack the enemy with the asteroid in the player's orbit.
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
COMMON QUESTIONS
WHAT IS THE GAME?
Gravitos is a top down 3D space shooter game with elements of strategy, growth and exploration. The
player controls a Gravitron, which is a space bathysphere that attracts asteroids and satellites to it. Once
the player gets an asteroid into his orbit path, the asteroid will then orbit the player until the asteroid is
destroyed, or shot out as a projectile. The player dynamically uses the orbiting satellites to shoot at
enemies or use as a shield. The orbit speed can be charged up to be really fast for a higher chance of
blocking attacks. On the contrary, it is much harder to aim and shoot with the asteroids spinning fast.
The player's goal is to defend planets from enemies, destroy enemy bases, and to level their Gravitron
to the max.
WHAT DO I CONTROL/ WHO AM I?
The player controls a Gravitron, which is an outer space bathysphere. The Gravitron takes asteroids and
other satellites into its orbit, then can shoot them out as a weapon. The player sees the Gravitron from a
top-down perspective. The player can only travel on a 2D plane.
WHAT IS THE PREMISE/STORY?
The player is an intergalactic space ranger that prevents stray asteroids from colliding into its
civilization’s planet. The ranger drives an ancient Gravitron model made out of wood and runs on coal.
The ranger always dreamed of having a shiny new Gravitron, but all the funding goes to the military.
One day, the ranger encounters invading aliens and has no choice but to try to stop them, since the
military is on strike.
WHERE DOES THE GAME TAKE PLACE?
The game takes place in a solar system with a sun and a few main planets. The player can encounter
asteroid fields and enemy bases. Nebulas and stars are seen in the background.
WHAT ARE THE GOALS/OBJECTIVES OF THE GAME?
Long Term - Complete mission-based objectives such as collecting specific satellites and destroying
specific targets, upgrade/level the Gravitron's technology to increase max satellites.
Mid Term - Find planets and asteroid fields, strengthen the planet's orbit (by increasing satellites) and
keep energy levels high.
Short Term - Collect satellites, shoot satellites at enemies, avoid bomb satellites and find energy.
WHAT IS THE MAIN FOCUS?
The main focus is collecting satellites to have a powerful defensive shield and use them as weapons.
Bernard H, Jack N, Darryl S
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Gravitos
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Copyright ©2010 Vancouver Film School – All rights reserved
WHAT’S DIFFERENT?
Shooting Asteroids! The main difference in Gravitos compared to other shooters is that the player uses
asteroids as his weapon and defense. The asteroids are the player's bullets, but they are much larger
and more powerful than a regular bullet. The player also has to constantly have a steady supply of
asteroids to use, so you have to be a conservative shooter.
You call this space? The overall space setting in Gravitos is an abstract "indie" fresh style. This style also
matches the crazy gameplay of shooting asteroids at your foes.
WHAT IS A SATELLITE?
A satellite is anything that orbits the player's Gravitron. This includes asteroids, mines and "satellite”-like
machines.
Bernard H, Jack N, Darryl S
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FEATURE HIGHLIGHTS
The following is a list of the game's features listed in order of priority. The section below gives more
details for each feature. Words in bold and italic will link to the described category. Words or numbers
with [brackets] around them means that the variable represented by the word or number, have to be
changeable.
COLLECT SATELLITES AND ASTEROIDS
The player will get more powerful by collecting satellites and asteroids. The Gravitron attracts them
once they reach a certain range. When a satellite meets the player’s orbit path, it starts to orbit the
Gravitron. Satellites keep orbiting until they are destroyed, taken away by other gravities, or shot away
from the player.
The satellites and asteroids that orbit the Gravitron have a variety of uses.
•
•
Asteroids are the most common satellites, and are used for both defense and offense.
Technological satellites can provide immediate defense in the form of laser cannons, improve
the player's gravitational abilities, and grant speed bonuses. It's not all good in outer space
though, as some asteroids and tech satellites harm the player by causing damage over time or
slowing effects.
LAUNCHING SATELLITES
The player uses satellites as projectile weapons. The player aims by rotating the mouse around the
Gravitron (it can be shot in any direction). The trajectory of the shot depends on player skill and
accuracy. If the player clicks dead on, the shot is perfectly straight. If the player is a little too late or
early, the direction angles to the sides. The velocity of the shot depends on the level of upgrades the
player has.
CONTROL ORBIT SPEED
The player is able to control the orbit speed of the satellites. Controlling the speed is used as a defense
mechanism where incoming enemies and objects have a higher chance to hit an orbital instead of the
Gravitron. While the orbit speed is fast, it is harder for the player to shoot out the asteroid they want.
The player uses the scroll wheel to raise and lower the orbit speed.
UPGRADE GRAVITRON TECHNOLOGY
The player is able to upgrade the max amount of satellites that they hold. The player achieves this by
receiving special items that drops from the enemies, from finding the items floating around the map or
by completing an objective in the game. When the Gravitron upgrades, they also receive a core satellite
(see next feature).
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THREE "CORE" SATELLITES
The player has an inner and outer orbit. The inner orbit holds three core satellites that give the player
bonus abilities. The three bonus abilities are faster Gravitron movement speed, higher velocity launch
and shields. The player chooses what ability that they want to focus on and can dynamically change their
status for the situation. The player starts out with one of these cores and then gains the other two from
upgrading the Gravitron technology.
MAP VIEW
The player can zoom out to see more of the worlds surrounding him or zoom to a close default view.
When the player zooms out, the game pauses and some features of the level will disappear from the
player's view, such as enemy units and bases.
Bernard H, Jack N, Darryl S
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Gravitos
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CONTROL OVERVIEW
PC CONTROL SCHEME
1 chooses shoot, 2 chooses speed, 3 chooses shields
TAB goes to map view
W, A, S and D for movement
Space Bar activates core ability
Right click speeds up Gravitron orbit ring.
Scroll wheel up and down cycles through the core Satellites
Scroll wheel click activates the selected core satellite when held.
Hold left click to arm targeting reticule, release to fire object under
reticule.
Move mouse left and right to aim reticule.
Bernard H, Jack N, Darryl S
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XBOX CONTROL SCHEME
CONTROL DETAILS
PC Controls
Xbox Controls
Description
W, A, S, D
Left Stick
Moves the player
Mouse
Tracking
Right Stick
Moves aimer for shooting satellite around the Gravitron
Right Click
Left Trigger
Raises the orbit speed
Left Click
Right Trigger
Hold to arm the aiming reticule, release to shoot object under
reticule.
Mouse Wheel
N/A
Cycles through the 3 core ability settings
Mouse Wheel Click turns the ability on and off.
1, 2, 3
A, B,X
Bernard H, Jack N, Darryl S
Toggles one of the 3 core abilities. (1 button set for one ability).
Having one active disallows other abilities from being used.
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TAB
Up on D-Pad
Alters zoom level. Pressing while zoomed in zooms out and while
zoomed out zooms in.
SPACE
N/A
Activates the core ability (same as pressing in scroll wheel)
Forward
MOVEMENT
The player can move in all directions.
Right
Left
Control: W, A, S, D
Down
Behavior
Description
Movement
Speed
The Gravitron moves at [18] units per second (diagonally) [9] units per second
horizontally and vertically
Acceleration The player has an acceleration movement. It takes [1] second to reach max speed
Continuous
Velocity
The player keeps moving at a continuous velocity even after letting go of the thrust. To
come to a complete stop, the player has to face the opposite direction and move that
way.
Rotation
The entire Gravitron model rotates as the player is choosing the direction to go to
Smoke Trail
The Gravitron leaves a smoke trail behind to show the direction the player is heading.
The smoke disappears after [5] seconds.
SFX
When the player is trusting, the Gravitron makes a junky jet engine sound.
<More controls in Gameplay Details>
Bernard H, Jack N, Darryl S
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HUD CONTROLS
PC Controls
Xbox Controls
Description
Tracking
Mouse
Left Stick
Moves around HUD selection
Left Click
A Button
Confirm selection
Esc
B Button
Cancel or Back, Open main menu
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FEATURE DETAILS
The following are the fine details of all the features in the game, listed in order of priority. For
measurements, the Gravitron has a radius of [1] units.
COLLECT SATELLITES AND ASTEROIDS
The main action the player performs is collecting asteroids and satellites. This is done by:
1. Making sure the object is not moving faster than the possible orbit speed
2. Getting objects close enough to the Gravitron's orbit path so that they will be collected into the
Gravitron's orbit.
The satellites keep orbiting until they are destroyed, the player shoots them or when they're pulled
away by a larger gravitational force.
SATELLITE ACTIONS
SATELLITE ATTRACTION
Asteroids and satellites are at first, attracted to the player from the gravitational pull of the Gravitron.
Attraction stars off slow when the asteroid is far away from the Gravitron and speeds up as it gets
closer. The Gravitron’s force and the force of objects that are in range are calculated (Mass*Velocity). If
the Gravitron’s force is more than the object’s force, then the Gravitron will capture that object in its
orbit. The Graviton’s orbit can only hold the max amount of satellites; if the orbit is already full, objects
will not get captured in the orbit even if the Gravitron’s orbit’s force is higher than the object’s.
Variable
Description
Mass
The Gravitron has a mass of [1]
Attraction
Acceleration
Base acceleration of [2 units per second] for objects attracted to the Gravitron
The closer the object is to the Gravitron, the faster the object accelerates
•
This is calculated by acceleration divided by distance
Attraction Radius The radius for when objects start to get attracted is [5 units] larger than the radius
Slowdown
When the object is out of attraction range, it starts to slow down at a rate of [2 u/s]
Attraction
Increase
When the Spin ability is being used, the Gravitron's attraction radius multiplies by
[1.25u]
Bernard H, Jack N, Darryl S
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Copyright ©2010 Vancouver Film School – All rights reserved
SATELLITE ORBIT
When the satellites reach the Gravitron's orbit path, they start to orbit the
Gravitron. The player has to be careful to align satellites in the orbit path,
if they collide, they will be damaged or even explode.
The game plays an electronic charge SFX when the player catches a satellite.
Variable
Description
Orbit Radius
The Gravitron has an orbit radius of [6 units]
Orbit Velocity
Base orbit velocity is [1 unit per second] (the player can alter this variable in Control
Orbit Speed)
Max Satellites
The player can hold a max amount of [8] satellites at level 1
•
•
•
Upgrading the Gravitron Technology will increase this number
When the player has too many satellites, the incoming satellite just floats by
the player and it can still collide with the orbiting satellites.
This also affects the player's gravitational pull. When satellites are maxed,
the player has no gravitational pull.
See Upgrade Gravitron Technology to see more information
Satellite Collision
Satellites can collide and damage each other in the orbit, therefore the player has to
carefully position each satellite
Satellite collision in the orbit acts the same as satellite collision out of orbit. See
each satellite description for this information.
ATTACKING WITH ORBIT
The player can get close to enemies and allow the orbiting satellites to whack
them then damage or kill them. Whacking instead of shooting gives the
advantage of not missing your shot. However, it gives a disadvantage of the
player having to get close to his enemies.
The whacking damage takes the Damaged Caused from the satellite and adds
the velocity to the damage just like any other collision situation.
Bernard H, Jack N, Darryl S
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SPEED INDICATOR
•
•
•
•
The player can tell if the satellite is able to be captured by the color of the glow trail behind it.
When there is no glow, the player can capture the satellite by simply moving next to it.
When the glow behind a satellite is bright yellow, the player can capture it but only when if the
orbit speed it increased.
When the glow behind a satellite is red, the player can't capture it and the satellite will pass
through the orbit.
Bernard H, Jack N, Darryl S
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Gravitos
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SATELLITE TYPES
Different satellites have different speed, damage and special abilities. Most satellites don’t have a
gravitational pull like the player or planets.
ASTEROIDS
Asteroids are the most common type of satellite the player can get. Objects
can collide with asteroids in which both colliding objects take damage. Then
pieces fall off the asteroid, causing the asteroid to shrink in size. The pieces
that fall off are particle effects that disappear after [5] seconds.
Variable
Description
Mass
Even though asteroids have a Mass, they don’t attract any objects like the Gravitron
The asteroid mass varies from [1 to 3] reflecting the health and size
Damage
The asteroid causes damage based on velocity TBD
Health
The asteroid has a health of [0 to 20]
•
The health is randomized to get small, medium and large asteroids
After getting damaged its size decreases based on its total health
Size
The size has 3 levels of size depending on the health of the asteroid
•
•
•
Health above 14 means the asteroid is at level 3 size (maximum size)
Health above 5, below 14 means the asteroid is at level 2 size (moderate
size)
Health below 5 means the asteroid is at level 1 size (minimum size)
Directional
Movement
Asteroids in a belt have a pre-scripted movement based on the level design
Movement
Speed
Asteroids move at [2 units/second] (unless being attracted)
Single asteroids have a random direction picked and they’ll follow that direction
until the end of the level
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Danger Priority
[0]
ROCKET DEFENSE SATELLITE
Rocket Defense Satellites play both offensive and defensives
roles. When the player is in range of the RDS, it will fire homing
rockets at the player. If the player manages to capture a RDS in
his orbit, the RDS will then fire rockets at the player's enemies.
The RDS is producible by the Space Station. The RDS reads the
incoming object's danger priority and fires at the most dangerous
object first.
When the Rocket
Defense Satellite is shot out from the Gravitron's orbit, the
Rocket Defense Satellite turns into a deadly warhead that can
do massive damage and pierce kinetic shields.
The RDS plays a charging animation and sound before firing off
its payload.
Variable
Description
Mass
The RDS mass is [5]
Health
The RDS has a health of [12]
Size
The RDS has a radius of [4 units]
Attack Speed
The RDS fires [2 rockets] every [3 seconds]
Sight Range (Enemy)
The RDS sight range when an enemy is [15 units] radius sphere.
Sight Range (Friendly)
The RDS sight range when friendly is a [12x12] box in front of the RDS.
Alt Mode Speed Accel.
The Alt RDS accelerates at a rate of [2 units/ per second]
Alt Mode Speed Max
The Alt RDS has a max speed of [18 units/second]
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Alt Mode Damage
The Alt Mode deals impact damage of [50]
The Alt Mode depletes any Kinetic Shields on impact
Danger Priority
[0]
ROCKET
Rockets have two states, one where the rocket's thrusters are on
and one where they are off. The thrusters turn off after a period
of time after the initial fire; when the thrusters are off the rocket
will move at a slower velocity. Rockets have their own mass and
can be captured in an orbit.
Rockets have two separate animations, one when the thruster is
on and one when it is off.
Variable
Description
Mass
The Rocket mass is [5]
Health
The Rocket has a health of [10]
Size
The Rocket has a radius of [2 units]
Damage
The Rocket deals impact damage of [12]
Movement
Speed
The Rocket's movement speed
Danger Priority
[3]
•
•
Bernard H, Jack N, Darryl S
Speed with thrusters on is [15 units/second]
Speed with thrusters off is [10 units/second]
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BLACKHOLE EMULATOR
Black hole emulators create the same effects of a mini black hole.
Once a BHE is in a planets orbit, it will attract all nearby objects. The
BHE does not destroy objects, only attracts them.
When the black hole emulator is shot out by the Gravitron, the black
holes effects will invert, blasting things away from the black hole
emulator. The BHE initiates self-destruction after being shot by the
Gravitron.
Black hole Emulators are constantly emitting particles.
Variable
Description
Mass
The BHE’s mass is [5]
Health
The BHE’s has a health of [40]
Size
The BHE’s has a radius of [4]
Movement
Speed
The BHE’s movement speed is [30]
Activation Range
The BHE’s activation range is [40]
Pull Radius
The BHE’s Push pull radius is [5]
Pull Force
The BHE pulls at a force of [6]F
Push Force
The BHE pushes at a force of [12]F
Push Cone
30 degree angle cone directed away from the Gravitron
Detonation Time
The BHE will detonate after [1.8]seconds after shot
Danger Priority
[0]
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Gravitos
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LAUNCHING SATELLITES
The player can launch any satellite orbiting the Gravitron. The player aims
the projectile using a crosshair that is locked in the
Gravitron's orbit path. The direction of the aimer always
points out from the center of the Gravitron. The player can
shoot only where the satellite is, so if there is an enemy behind the
player, they need a satellite orbiting behind the player.
LAUNCHING CONTROLS
Control (PC): The player holds the Right Mouse Button to pull up the crosshair, then aims by moving the
mouse in circles around the Gravitron. Then to shoot, the player clicks the Left Mouse Button.
Control (Xbox): The player holds the Left Trigger to pull up the crosshair, then aims with the right
analogue stick. Then the player shoots with the right trigger button.
PROJECTILE STATISTICS
Variable
Description
Accuracy
The angle of the hit is determined by where
the player hits the orbital. Using 3 different
hit boxes around the satellite.
•
•
•
Hit in center (blue) goes straight (0°)
Hit on the left (green) tilts right [30°]
Hit on the right (green) tilts left [-30°]
Larger satellites have larger hit boxes. So larger satellites are easier to hit.
Velocity
The default velocity is [40]
•
The default velocity changes as the player gets more cores
The launched object keeps going at the set velocity until it hits something.
Damage
The damage of the satellite depends on what type is launched and the velocity it
was launched at, adding the base damage from the sat with the launched velocity.
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Gravitos
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AIMING ART AND SFX
The Graviton has a long bright laser that points in the direction the Gravitron will fire it's energy beam.
This Laser is similar to a gun's laser sights.
LAUNCHING ART AND SFX
Phase 1: The launch has a quick energy beam that lasts
for [1] second. The beam is made from particle effects
and transparent planes.
Phase 2: The beam also causes a warping effect in the
surrounding area, similar to the movie Predator.
The SFX of the launch is a laser sound, with gritty
smashing impact sound. As the player is charging, the
Gravitron makes a laser sound rising in pitch.
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CONTROL ORBIT SPEED
The player is able to speed up the orbit speed in the game. The fast speed is the player's defense and
allows the player to collect satellites in their orbit. While the slower speed allows the player to get an
accurate shot at their enemies and not rely on luck.
The player will have 3 levels of speed at the start of the game. As the player upgrades the Gravitron to
the next levels, he will gain up to 5 speed levels (level 4 and 5 being faster than level 3).
ORBIT CONTROLS
Control (PC): The player raises the orbit speed by holding the right mouse button. The player lowers the
orbit speed by letting go of the mouse button.
Control (Xbox): The player raises the orbit speed by pressing the right bumper and slows the speed by
pressing the left bumper.
ORBIT STATISTICS
Variable
Description
Default Velocity
The default orbit speed is [40]
Top Velocity 1
The first orbit speed is [60]
Top Velocity 2
The third orbit speed is [80]
Top Velocity 3
The fourth orbit is [100]
Velocity Level
Trans. Time
It takes [3] seconds to accelerate or decelerate to a top velocity speed from the
Default velocity
ORBIT SPEED & COLLECTING SATELLITES
The player can collect satellites easier while the orbit speed is high. The reason for this is satellites at a
higher speed than the orbit speed can overpower the orbit. When the orbit speed is higher than the
incoming satellite's speed, the Gravitron can capture it.
CAPTURING CALCULATION
If the (mass of Graviton * orbit speed) > (mass of incoming object * velocity), the capture will succeed.
Bernard H, Jack N, Darryl S
Page | 25
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
UPGRADE GRAVITRON TECHNOLOGY
The player has three phases to his Gravitron, each increasing the total amount of satellites the player
can have orbiting and giving them a Core Satellite to orbit around the Gravitron.
UPGRADING & TECHNOLOGY POINTS
The player can upgrade the Gravitron when he gains enough technology points to go to the next level.
Once the player receives enough, the Gravitron automatically upgrades.
The player gets technology points from
•
•
•
dropped tech by enemies after the player damages or defeats them
floating around the map
completing small objectives in the level
Variable
Description
Technology
Grade
Technology 1 gives [1] technology point to the player.
•
•
[50%] chance that tech found on map is tech 1
[75%] chance that tech dropped from damaging enemies is tech 1
Technology 2 gives [2] technology points to the player.
•
•
[35%] chance that tech found on map is tech 2
[20%] chance that tech dropped from damaging enemies is tech 2
Technology 3 gives [5] technology points to the player.
•
•
•
Technology
Quantity
[15%] chance that tech found on map is tech 3
[5%] chance that tech dropped from damaging enemies is tech 3
[100%] chance that tech dropped from killing enemies is tech 3
Completing quests gives the player [50] technology points. This has no grade, and is
automatically added to the player.
Defeating enemies gives various technology quantities in the tech 3 grade
depending on the enemy. See Enemies and Obstacles for that information. The
player has to pick up this tech.
Technology
Requirements
To upgrade to the 2nd Phase, the player has to gain [100] tech points
To upgrade to the 3rd Phase, the player has to gain [150] tech points
The tech points reset to 0 after the player upgrades
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Technology
Movement
Technology floats at a speed of [5 units per second]
When enemies drop technology, it scatters in a random direction moving at this
speed
TECHNOLOGY GAUGE
The player's current technology point amount is
displayed on the Gravitron as a gauge. When the
player gets more technology, the gauge raises.
<See “HUD/On Screen Displays” for the tech
gauge>
TECHNOLOGY ART AND SFX
Technology floating around looks like metal
space junk. When the player contacts the technology, it
goes into the player's Gravitron while flashing white and
disappearing.
The 3 grades of technology use the same model, but a
different color scheme.
•
•
•
Technology 1 has a dull green color
Technology 2 has a brighter, teal appearance
Technology 3 has a bright lime green color
Situation
SFX
Tech dropped from enemies
(by damaging or defeating)
Light metal ping sound. Similar to when Sonic the Hedgehog drops
coins from getting hit.
Tech Captured
Sucking in whoosh sound, followed by a ding
Bernard H, Jack N, Darryl S
Page | 27
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
UPGRADING ART AND SFX
When the player upgrades, the Gravitron bursts out a ring of green energy. After, the new model
replaces the Gravitron. The new core also flashes in white, to show the new addition to the Gravitron.
A short 3 second tune or ring is played as the Gravitron upgrades.
FIRST PHASE
Variable
Description
# of Core
Satellites
The player has [1] core satellite
Orbit Velocity
Max Level
The max levels the player can change the velocity speed to is [1]
Max Satellites
The max satellites that the Gravitron can hold is [8]
Orbit Radius
The orbit radius is [25] units
SECOND PHASE
Variable
Description
# of Core
Satellites
The player has [2] core satellites
Orbit Velocity
Max Level
The max levels the player can change the velocity speed to is [2]
Max Satellites
The max satellites that the Gravitron can hold is [12]
Orbit Radius
The orbit radius is [30] units
Bernard H, Jack N, Darryl S
Page | 28
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
THIRD PHASE
Variable
Description
# of Core
Satellites
The player has [3] core satellites
Orbit Velocity
Max Level
The max levels the player can change the velocity speed to is [3]
Max Satellites
The max satellites that the Gravitron can hold is [16]
Orbit Radius
The orbit radius is [35] units
TUTORIAL EXCEPTION
The player will start out in “Phase 0” in the tutorial. Phase 0 is basically Phase One without a core
satellite. During the tutorial, the player will level up to Phase 1 to gradually learn about the different
abilities.
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
THREE "CORE" SATELLITES
When the player’s Gravitron upgrades, he receives a core satellite along with the Gravitron upgrade. The
player gets a total of three core satellites that orbit around the Gravitron (shown in
diagram). These satellites give the player 3 different bonus abilities:
1. Higher Shoot Velocity
2. Faster Gravitron Movement Speed
3. Shields
The player chooses what ability to set the Graviton to use and then gets the bonus stats. The abilities
require energy to use, once the player runs out of energy, the cores turn off. When cores are hit, the
player takes damage. Every level, the player starts with one core (with an exception to the Tutorial
level).
CONTROLS
Control (PC): The player switches what ability to use by 1,2,3 or the scroll wheel. The player presses
space or the middle mouse button to turn it on, pressing again will turn it off.
Control (Xbox): The player chooses what ability to use by pressing X for velocity, A for faster movement
and B for healing. Pressing any of the buttons turns the cores on. Pressing the same button again, turns
them off.
ENERGY
The player has a limited amount of energy that always refills unless a core is turned on. When the player
is out of energy, the Gravitron makes an electronic "shut down" SFX.
Variable
Description
Total Energy
The Gravitron stores [100] energy.
Starting Energy
The player starts out with [100] energy.
Gaining Energy
The player gains energy automatically at a rate of [2 per second]
Bernard H, Jack N, Darryl S
Page | 30
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
USING ABILITIES
The player turns the cores on by holding the mouse. The player first needs a core to use the abilities.
Gaining more cores make that ability stronger while using the same amount of energy.
SHOOT VELOCITY
Whenever the player launches a satellite, it pushes the satellite with a force. Energy drains only when
the player launches a satellite while the cores are active. When the cores are active, the player does not
have to charge the cores, they instantly shoot at the higher velocity.
Variable
Description
Velocity Increase 1
Object gets a velocity of [50] while active
Velocity Increase 2
Object gets a velocity of [60] while active
While not active, the regular shoot velocity is [45]
Velocity Increase 3
Object gets a velocity of [70]
While not active, the regular shoot velocity is [50]
Energy Drained
Energy is drained at a rate of [5 energy/second]
Visuals: The color of the cores change to red when they are in velocity mode
and also have an asteroid symbol. In a later development phase, the cores
have small, straight, energy beams shooting out of them.
SFX: Each shot makes a deeper, fuller sound compared to the regular shot.
Same sound used as when the player shoots a charged shot.
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
MOVEMENT SPEED
The whole Gravitron moves faster, so the player can charge or flee form enemies. Energy constantly
drains while moving.
Variable
Description
Speed Increase 1
The player gets a bonus speed of [4]
Speed Increase 2
The player gets a bonus speed of [8]
Speed Increase 3
The player gets a bonus speed of [12]
Energy Drained
The ability drains at [5 energy/second]
Visuals: The color of the cores change to yellow when they are in speed mode
and also have an arrow symbol. In a later development phase, the cores have
spinning wind effects around them.
SFX: While the player moves, the Gravitron sounds more like a jet engine.
SHIELDS
The player can shield the Gravitron, blocking all damage, energy drains while
the shields are on. Each of the 3 cores have a shield centered on them, each
covering 1/3 of the Gravitron. As the player gets more cores, the shields will
cover more of the Gravitron. The shields spin around the Gravitron with the cores
spinning around.
In the diagram to the right, the shield is the light-blue arc shape, centered on the core at the top. The
shield is locked around that core as it orbits the Gravitron. When the player gets another core, it too will
have a shield and both will cover 2/3 of the Gravitron.
Variable
Description
Shields 1
The player gets a shield that covers 1/3 of the Gravitron
Shields 2
he player gets a shield that covers 1/3 of the Gravitron
Shields 3
he player gets a shield that covers 1/3 of the Gravitron
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Energy Drained
The amount of energy drained while shielding is [5 energy/second]
Visuals: The color of the cores change to blue when they are in shield mode and
also have a shield symbol. In a later development phase, the cores have electric
beams sprouting to the player.
SFX: The Gravitron makes a light humming sound.
Bernard H, Jack N, Darryl S
Page | 33
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
MAP VIEW
The player has 2 zoom levels in the game.
1. Default/Regular zoom is a good balance for the player to see the Gravitron and surrounding
enemies.
2. Far zoom lets the player see the surrounding planets and asteroids. (Solar System)
The game pauses when the player is in map view.
CONTROLS
Control (PC): The player presses TAB to go to map view.
Control (Xbox): The player presses up on the D-Pad to zoom in a level and down on the D-Pad to zoom
out a level.
TRANSITIONS
The transitions from the different zoom levels are simply moving the camera closer and farther away
from the player. It takes [1] second for the camera to transition to the next zoom level
The SFX from zooming in and out is an ambient wind sucking in and out sound. In the farthest zoom
level, all SFX goes quieter (including the music) to show that the player is far away.
ZOOM LEVELS
REGULAR/DEFAULT
Regular zoom gives the player enough
detail in the Gravitron and is far enough
for the player to see enemies and other
objects in the world. The image on the
right shows how far the Gravitron will
be.
Bernard H, Jack N, Darryl S
Page | 34
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
FAR
Far zoom gives the player a good look at the entire environments or objective locations. This zoom is
used as a map for the player. It is also too far for the player to see his satellites and Gravitron in detail.
The picture at the bottom shows how far the camera zooms out.
Bernard H, Jack N, Darryl S
Page | 35
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
GAMEPLAY DETAILS
Here you will find the breakdown of all the actions the player can make in the game.
COMBAT SYSTEM
DAMAGE CALCULATION
(Mass * Velocity) / 40
This approximates a 3 hit kill on a Gravitron with health of 100, being hit by an object of mass 4 traveling
at 20 m/s.
GETTING DAMAGED
When the player gets damaged, a noise filter on the screen becomes more opaque for a few seconds,
then the screen returns back to normal, at the same time the camera shakes. The SFX when the player
gets hit is a white noise effect.
Variable
Description
Effect Time
The damage effect (for sound and filters) lasts for [1] second
HEALTH SYSTEM & DEATH
The player has health that automatically regenerates with time. When the player dies, he spawns at a
checkpoint.
Variable
Description
Regeneration Rate
The player's health regenerates at a rate of [1 per 2 seconds]
Max Health
The Gravitron's max health is [100]
Starting Health
The Gravitron starts out with [100] health
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAMERA
The camera in the game is a top-down camera in a 3D environment that follows the Gravitron in the
center of the screen. When the player is damaged the camera shakes for a second.
<See Player Controlled Detail Level for more camera features>
Bernard H, Jack N, Darryl S
Page | 37
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
GAME CHARACTERS
MAIN CHARACTER
Gravitron pilot charged with defending their sector of space.
NPC CHARACTERS
NPC characters are planet inhabitants pleading for help. They give the player an objective in the form of
a Message Box telling what the player has to do.
Bernard H, Jack N, Darryl S
Page | 38
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CHARACTER SCALE
Bernard H, Jack N, Darryl S
Page | 39
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
ENEMIES AND OBSTACLES
ENEMIES
SPACE STATION
Space Stations are the player main enemy. Stations do not move,
instead they produce satellites or invaders to do their fighting for
them. Space stations have their own orbit where they place their
satellites in. Space stations have a tech limit to how many
operational satellites they can have at one time. Space stations
have kinetic shields that will absorb the first impacts. Space
Stations fire off its offensive satellites, with a set velocity at the
player. Space stations have two tiers. The top tier has more health,
more kinetic shields, and a larger tech limit.
Space Stations emit a humming sound when the player is in range. Space Stations have a rotating
middle.
TIER 1
Variable
Description
Mass
Space Station Tier 1 has a mass of [4]
Health
Space Station Tier 1 has a health of [40]
Kinetic Shields
Space Station Tier 1 has shield of [20]
Size
Space Station Tier 1 has dimensions of [30]x[45]
Production Rate
Space Station Tier 1 produce 1 every [3.5] seconds
Tech Limit
Space Station Tier 1 can produce a max of[14]units
Orbit Velocity
Space Station Tier 1 has a velocity of [50]units/second
Fire Propulsion
Space Station Tier 1 fires objects from its orbit at a force of [20]f
Sight Range
Space Station Tier 1 can see the player in a [45] Radius
Bernard H, Jack N, Darryl S
Page | 40
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Tech (Exp) Value
The base number of tech 3 dropped per space station is [16]
Danger Priority
[4]
TIER 2
Variable
Description
Mass
Space Station Tier 2 has a mass of [5]
Health
Space Station Tier 2 has a health of [60]
Kinetic Shields
Space Station Tier2 has shield of [50]
Size
Space Station Tier 2 has dimensions of [45]x[60]
Production Rate
Space Station Tier 1 produce 1 every [3.5] seconds
Tech Limit
Space Station Tier 2 can produce a max of[18]units
Orbit Velocity
Space Station Tier 2 has a velocity of [60]units/second
Fire Propulsion
Space Station Tier 2 fires objects from its orbit at a force of [25]f
Sight Range
Space Station Tier 2 can see the player in a [60]unit Radius
Tech (Exp) Value
The base number of tech 3 dropped per space station is [25]
Danger Priority
[4]
Bernard H, Jack N, Darryl S
Page | 41
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
INVADERS
Invaders are harmful space ships that will try and impact the graviton for
damage. They travel in swarms and have a zombie mentality. They are only
produced from the Space Stations.
They are small and have low health. They count as half a unit in terms of a
Space Station’s tech limit. They will be idle if they do not have the Gravitron
in their sight range. If the Invader does spot the Gravitron it will pursue it at
its first movement speed as long as the Gravitron stays in the invader's sight
range. The invader's will jump in speed if they have the gravitron in their sight long enough. If the
Invader gets close enough to the Gravitron it will activate it's overdrive.
Invaders have a flying animation when they are flying to a point.
Variable
Description
Health
Invaders have a health of [6]
Sight Range
Invaders can see the player in a [25]unit Radius
Invaded Range
Invader will activate secondary boosters at a [5]unit radius
Movement
Speed Jump
Invader increases[3] units/second
Max Movement
Speed
Invaders have a movement speed of[18]
Overdrive
Movement
Speed
With overdrive, Invaders have a movement speed of [33]
Acceleration
[3.2] per second
Mass
Invaders have a mass of [1]
Size
Invaders have a [0.15]radius
Danger Priority
[1]
Bernard H, Jack N, Darryl S
Page | 42
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
SPACE MINE
Space mines are dangerous satellites that can be found floating around
a solar system, just like asteroids. Mines explode on contact, which
includes the player shooting it and bumping into it. When mines are
touched at a low velocity, they have a detonation time. When they are
hit at a high velocity, they explode.
When the mine is detonated, a red light on it blinks on and off. It also
makes a siren SFX, similar to when your health is low in Littlebigplanet.
Variable
Description
Health
The mine has a health of [10]
Damage
The mine is calculated by [((1/Distance from Space Mine)*10)]
Explosion Radius
The explosion damage has a radius of [9 units]
Explosion
Threshold
The mine will automatically explode if it's hit at a velocity greater than [20
units/second]
Detonation Time
When the mine is touched, it'll detonate after [4] seconds
Activation Range
When the player is in range, the mine will move towards the player just like
Asteroids
Mass
Even though mines have a Mass, they don’t attract any objects like the Gravitron
The mine mass is [4]
Size
The mine has a radius of [3 units]
Danger Priority
[2]
Bernard H, Jack N, Darryl S
Page | 43
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LASER PROBE
Laser probes satellites are enemy satellites that the player does not
want in his orbit. They are often produced by Space Stations or left
to patrol in deep space. When laser probes gets into the player's
orbit, they will fire upon the player in timed intervals. Laser probes
will fire on planets if the probes manage to get in the planet's orbit.
Probes play charging animations and sounds before firing their
laser. Their color tweens to a bright red before they are about to
fire. Lasers are short lasting beams that are fired from the cannon
of the probe to the target.
Variable
Description
Health
The probe has a health of [25]
Damage
The probe causes [20] damage on fire
Attack Speed
The probe fires every [2 seconds]
Sight Range
Probes can only see the Gravitron if it is in a [10] radius
Attack Range
Probe can only fire when in an orbit
Movement
Speed
Probes move at [10 units/second]
Mass
The probe mass is [5]
Size
The probe has a radius of [4 units]
Danger Priority
[3]
Bernard H, Jack N, Darryl S
Page | 44
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
GAMEPLAY WALKTHROUGH
OVERVIEW
Game Start
TUTORIAL
LEVEL
LEVEL 1
Player Uses
Movement
Controls
Player Grabs First
Asteroids
Player Grabs First
Asteroids
Player Uses
Asteroid Launch
Player Uses Ability
Cores
Player Destroys
Moving Target
Player Combats
Multiple Enemies
Tutorial End
Player
Player encounters
first enemies
Player uses
asteroids
defensively
Player learns
about different
satellite types
Player defeats first
big enemy
Bernard H, Jack N, Darryl S
Player levels up;
Gets second core
Page | 45
Gravitos
Player completes
mission objectives
under time limit
Game End
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
BEAT CHART
4.5
4
3.5
3
2.5
Excitement
2
Difficulty
1.5
1
0.5
0
Game Intro
Tutorial Start
Tutorial Mid
Tutorial End
Page | 46
Gravitos
Lvl 1 Start
Lvl 1 Mid
Lvl 1 End
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
HOURS OF GAMEPLAY
The introductory phase and first level will take a novice player no longer than 5 minute to complete.
Subsequent playthroughs can reduce this time once the player gains proficiency with the game
mechanics.
Additional levels will be between 3 to 6 minutes each.
VICTORY CONDITIONS
To complete a level, the player must satisfy stated objectives.
THE GAME WORLD
ENVIRONMENTAL HAZARDS
There are many environmental hazards that can damage or kill the player. The unstoppable hazards are:
•
•
•
•
The Sun, burning anything that gets too close to it
Black holes sucking in anything in its path (see appendices)
Comets traveling at high velocity, it's something the Gravitron can't slow down (see
appendices)Features to Complete After Graduation
Boundaries
THE SUN
The sun is a central piece in the level with all planets and asteroids orbiting it. If the player gets too close
to the sun, he will take a lot of damage.
The sun has a strong fire SFX. It is extremely bright when the player gets close.
Variable
Description
Size
The sun has a radius of [500] units
Damage Distance
A distance closer than [60] units will start to damage the player
Damage
The sun damages the player at [50 per second]
Page | 47
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
BOUNDARIES
Boundaries stop the player from venturing too far away from the level’s objectives. Passing these
boundaries cause the player’s screen to get noisey and cause damage to the player’s health.
Passing Boundaries cause a warning alarm SFX.
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
THE WORLD LAYOUT
TUTORIAL LEVEL: SAVE THE WORLD
Dimensions: [300] Units Radius
Intended Playtime: 2 Minutes
Player Start: [85units, -120units]
Checkpoint: Planet B's objective offset by (-20units, -20units)
Scenario: The Objective Planet has had a major planetary
explosion; your objective is to salvage the planet. Planet A
produces asteroids that the player can use to complete his
objective.
Mission Objectives:
1. Grab 8 Asteroids
2. Use Gravitron Spin to Grab 2 Asteroids
3. Launch 2 Asteroids at Objective Planet
4. Use ability core
5. Destroy Target
6. Defeat Enemies
Mission Failure: None
Page | 49
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
PLANET A
Planet A launches asteroids out in all directions in timed intervals. These asteroids can be caught and
used to salvage the Objective planet.
Variable
Description
Start Location
[50 units,-120 units]
Diameter
[20]units
Orbit Radius
[130] units
Orbit Speed
[1.25] degrees/second
Orbital Period
[288] seconds
Produces
Asteroids
Production Rate
[4] Asteroids every [4] seconds
Asteroid Velocity
[6] units/second
OBJECTIVE PLANET
The Objective Planet requires [3] asteroids to thrown at it to be reconstructed.
Variable
Description
Start Location
[105 units, -140 units]
Orbit Radius
[175] units
Orbit Speed
[1.25] degrees/second
Orbital Period
[288] seconds
Page | 50
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
SUMMARY
•
•
•
•
•
•
•
•
Size: Small
Length: Short
Difficulty: 1 (very easy)
Objectives: Salvage a planet, Learn basic skills
Enemies: None
Skills Used: Capturing and Shooting of Asteroids
Satellites: Asteroids
Rewards: None
WALKTHROUGH
The game starts in the tutorial level. The player spawns in the middle of an asteroid ring. The player
receives the first objective to collect 8 asteroids into his gravity ring. Then the player must use the
Gravitron's Spin ability to grab 2 asteroids. The player will then use the Gravitron's Launch Ability to
launch 2 asteroids at the Objective Planet. An enemy will spawn that the player will have to destroy.
After the player destroys this enemy a wave of enemy will spawn that the player must destroy without
taking any damage.
Bernard H, Jack N, Darryl S
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Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LEVEL 1: FIRE SHOWER
Dimensions: [450] units x [350] units
Intended Playtime: [5] minutes
Scenario: A dangerous meteor shower is
incoming and will destroy Objective A
and Objective B. Objective A is able to
produce BlackHole Emulators, but cannot
produce them unless Enemy X is
destroyed. Objective B cannot hold
BlackHole Emulators in its orbit because
of solar flares and instead will require
Enemy Y’s Rocket Defense Satellites. If
both planets are properly defended, the
player will be successful.
Mission Objectives:
1. Destroying Enemy X
2. Destroy Enemy Y
3. Deliver Rocket Defense Satellites
to Objective B
Mission Rewards:
1. [100]xp
2. [100]xp
3. [100]xp
Mission Failure: Either Objective Planet
is defenseless at the end of the 5 minute
mark.
Page | 52
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
OBJECTIVE A
Objective Planet A needs Enemy X destroyed before it can have BlackHole Emulators in its orbit and be
safe from the incoming meteor shower. The player can take these BlackHole Emulators from Objective
Planet A.
Variable
Description
Orbit Radius
[145] units
Orbit Speed
11.4units/second
Orbital Period
[80] seconds
OBJECTIVE B
Any BlackHole Emulators in Objective B’s orbit will be destroyed. Objective B needs Rocket Defense
Satellites to survive the meteor Shower.
Variable
Description
Orbit Radius
[75] units
Orbit Speed
9.8units/second
Orbital Period
[45] seconds
PLANET C
Variable
Description
Orbit Radius
[115] units
Orbit Speed
12units/second
Orbital Period
[60] seconds
Page | 53
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF ENEMIES
ENEMY X
Variable
Description
Tier
1
Produces
Invaders
Production Rate
[4] Invaders every [3] seconds
Asteroid Velocity
0 units/second
ENEMY Z
Variable
Description
Tier
1
Produces
Rocket Defense Units
Production Rate
[1] Asteroids every [4] seconds
Asteroid Velocity
0 units/second
SUMMARY
•
•
•
•
•
•
Size: Medium
Length: Medium-Long
Difficulty: 3 (medium)
Objectives: Defend the Objective A and Objective B, Destroy Enemy X
Enemies: 2 Space Station Tier 1, Invaders, Space Mines
Skills Used: Navigating/Using Space Mines, Defeating Space Probes, Using BlackHole Emulators
Defeating Rocket Defense Satellites
Bernard H, Jack N, Darryl S
Page | 54
10/11/2010
Gravitos
Copyright ©2010 Vancouver Film School – All rights reserved
•
Satellites: Asteroids, Laser Probe, Rocket Defense Satellites
WALKTHROUGH
The player is tasked with providing defense satellites for Objectives A and B. The player is first given the
objective to help Objective A. The player should grab asteroids when going to assault Enemy X. When
Enemy X sends his invaders at the player, they can use their asteroids to defeat the invaders. This allows
objective A to then safely use the space mines north of Enemy X to destroy Enemy X. The player then
returns to Objective A who is now producing BlackHole Emulators. The player can take these BlackHole
Emulators which will aid the player in taking on Enemy Y. The Player can either make his way through
the minefield or take on the laser probes to get to Enemy Y. Player’s can make quick work of Enemy Y is
they use the laser probes against Enemy Y and use the BlackHole Emulators to defend from rocket fire.
Once enemy Y is defeated, the player must deliver the rocket defense satellites to Objective B before
time runs out. Once both objectives are properly defended, the level ends and the player wins.
Bernard H, Jack N, Darryl S
Page | 55
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LEVEL 2: SPACE INVASION
Dimensions: 550 units x 450 units
Intended Playtime: 3 Minutes
Scenario: The Enemy Space Station is
initiating a two stage invasion on the
Objective Planet. At stage 1, the
Enemy Station produces invaders that
travel to Planets A and B to receive
Troops. The Invaders will then travel to
the Objective planet. Planet C has
agreed to help the Objective Planet by
destroying the Enemy Station, but it
will take Planet C a near full revolution
to produce Rocket Defense Satellites
and get in range of the enemy station.
When Planet C reaches a point in its
orbit where it can fire at the Enemy
freely, the Objective will be saved.
Mission Objectives:
1. Keep Objective Intact for 1
minute and 30 seconds
2. Survive until Planet C is in
range and destroys the Enemy
Mission Objectives:
1. [125]xp
Mission Failure: If [16] invaders land
on Objective Planet.
Page | 56
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
PLANET A
Invaders will land on this planet, at which point they will be safe from the player’s attacks. After staying
on the planet for [5] seconds, the invaders will launch themselves at the objective planet.
Variable
Description
Orbit Radius
[40] units
Orbit Speed
10 units/second
Orbital Period
[25] seconds
PLANET B
Invaders will land on this planet, at which point they will be safe from the player’s attacks. After staying
on the planet for [5] seconds, the invaders will launch themselves at the objective planet.
Variable
Description
Orbit Radius
[70] units
Orbit Speed
10.1 units/second
Orbital Period
[40] seconds
OBJECTIVE
The Objective Planet has as low speed Asteroid belt that the player can take asteroids from to use.
Asteroids spawn in the belt constantly. The Objective planet is lost if [16] Invaders successfully land on
the surface.
Variable
Description
Orbit Radius
[140] units
Orbit Speed
11 units/second
Page | 57
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Orbital Period
[80] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET C
Once Planet C has rocket defense satellites in orbit and is in range of the Enemy, Planet C will use the
rocket defense satellites to fire upon the enemy.
Variable
Description
Orbit Radius
[200] units
Orbit Speed
7.8 units/second
Orbital Period
[160] seconds
Produces
Rocket Defense Satellites
Production Rate
[1] Rocket Defense Satellites every [35] seconds
CAST OF ENEMIES
ENEMY
Variable
Description
Tier
2
Produces
Invaders
Production Rate
[10] Invaders every [10] seconds
Asteroid Velocity
0 units/second
Bernard H, Jack N, Darryl S
Page | 58
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
SUMMARY
•
•
•
•
•
•
•
Size: Large
Length: Medium
Difficulty: 4 (medium-hard)
Objectives: Defend the Objective, Destroy the Enemy Space Station
Enemies: Space Station Tier 2, Invaders
Skills Used: Using Defense Satellites, Defeating Invaders
Satellites: Asteroids, Blackhole Emulators,
WALKTHROUGH
The player is tasked with protecting the Objective from enemy Invaders for near [3] minutes. The player
can accomplish this in one of two ways. The player can stay near the objective to ensure that no
invaders land on the objective or the player can destroy the invaders when they are on their trajected
paths to either planet A or B. Other than asteroids, the player can use the Tesla Defense Satellite or the
Blackhole Emulator to accomplish the mission objective.
Bernard H, Jack N, Darryl S
Page | 59
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LEVEL 3: UNFAIR FIGHT
Dimensions: 625 units x 500 units
Intended Playtime: [9] minutes
Scenario: Objective Planet A is being
assaulted from all sides by enemy
space stations. It is the player’s goal to
ensure Objective A’s safety and
destroy all enemy Space Stations. The
Space stations will only send attacks
towards the Objective if the Objective
planet is in the respective quadrant.
Mission Objectives:
1. Protect Objective A as it orbits
2. Destroy Enemy X
3. Destroy Enemy Y
4. Destroy Enemy Z
Mission Rewards:
1. none
2. [50]xp
3. [75]xp
4. [125]xp
Mission Failure: Objective A ([250]HP)
is destroyed.
Page | 60
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
OBJECTIVE A
Variable
Description
Orbit Radius
[130] units
Orbit Speed
1.5 units/second
Orbital Period
[540] seconds
PLANET B
Variable
Description
Orbit Radius
[85] units
Orbit Speed
13.3 units/second
Orbital Period
[40] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET C
Variable
Description
Orbit Radius
[40] units
Orbit Speed
12.5units/second
Orbital Period
[20] seconds
PLANET D
Page | 61
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Variable
Description
Orbit Radius
[170] units
Orbit Speed
3.8 units/second
Orbital Period
[280] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET E
Variable
Description
Orbit Radius
[210] units
Orbit Speed
1.6 units/second
Orbital Period
[420] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
CAST OF ENEMIES
ENEMY X
Variable
Description
Tier
1
Produces
Invaders
Production Rate
[5] Invaders every [3] seconds
Bernard H, Jack N, Darryl S
Page | 62
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Asteroid Velocity
0 units/second
ENEMY Y
Variable
Description
Tier
1
Produces
Laser Probes
Production Rate
[1] Invaders every [4] seconds
Asteroid Velocity
0 units/second
ENEMY Z
Variable
Description
Tier
2
Produces
Rocket Defense Unit
Production Rate
[1] RDU every [4] seconds
Asteroid Velocity
0 units/second
SUMMARY
•
•
•
•
•
•
•
Size: Large
Length: Long
Difficulty: 5 (hard)
Objectives: Defend the Objective
Enemies: 2 Space Station Tier 1, 1 Space Station Tier 2, Invaders
Skills Used: Using Defense Satellites, Defeating Invaders
Satellites: Asteroids, Laser Probes, Rocket Defense units
Bernard H, Jack N, Darryl S
Page | 63
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
WALKTHROUGH
The player is tasked with protecting Objective A and destroying all enemy Space Stations. Objective A
only triggers enemy forces if it is occupying the same Quadrant as the space station. The player will have
to keep track of when Objective planet is in immediate danger and time his assaults on the space
stations accordingly.
Bernard H, Jack N, Darryl S
Page | 64
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
MUSICAL SCORES AND SOUND EFFECTS
The overall sound of the game should complement the abstract visual style. The music and SFX will be
electronic in style, while giving a sci-fi feel.
SOUND DESIGN
These links will provide help on using unity's audio engine.
•
•
http://unity3d.com/support/documentation/Manual/Sound.html
http://forum.unity3d.com/viewtopic.php?p=91715&sid=64a2ed9c405910bb17c46fe31b7a7e16
SFX
The SFX uses synthesizer sounds more than actual audio samples. This will add to the abstract,
electronic feel that the game has. The SFX will match the music in the game.
An example is for booster movement, it'll use an electronic hum sound instead of an engine sound.
VOICE-OVER
The voices in the game are alien sounds recorded from people with effects like reversing to make the
voice different. The player won't know what the voices are saying; it'll sound like another language.
MUSIC
The music has a laid back electronic sound, a blend of house or trance music. The song gives an
otherworldly feel. Some SFX also ties into the music beat.
Bernard H, Jack N, Darryl S
Page | 65
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
APPENDICES
“GAME INTERFACE – MENUS” APPENDIX
SCREEN FLOW DIAGRAM
QUIT GAME
MENU
PRESS ENTER
TITLE SCREEN
START GAME
OPTIONS
-sound settings
-video settings
-control settings
CREDITS
PRE-LOADER
PUBLISHER LOGO
(START)
LOADING
SCREEN
NO
PLAYER
DEATH
(CONTINUE?)
GAME
YES
LOADING
SCREEN
PAUSES
RESUME
MAIN MENU
PAUSE
QUIT GAME
GAME EXITS
(END)
OVERVIEW
The menu is very accessible and clean to the player. It takes two clicks (pressing start/enter and
selecting "start game") to get the player into the game. The main menu lets the player go to a credits
and options screen, start a new game or quit the game. When the player pauses during the game, the
pause menu is brought up, allowing the player to go back to the menu, resume the game or quit.
Bernard H, Jack N, Darryl S
Page | 66
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
UI DETAIL
The game starts out by showing the Publisher Logo (VFS) then goes to a pre-loader. When the game is
done loading, the title screen appears and waits for the player to press enter or start. Then the player is
taken to the main menu.
IN GAME UI
1
4
TIP TITLE
EMPTY
TIP DETAILS
2
3
TIP BUTTON
TIP BUTTON
The tip box will pop up as an in-game menu or a tip for the player. The box is moveable.
1. The title displays the topic
2. The details gets into the topic.
3. The tip buttons will usually be a closed button. At other times it could be a yes/no question,
menu choice etc.
Bernard H, Jack N, Darryl S
Page | 67
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
GAME OVER SCREEN
This screen will come up once the player dies
1. YES will bring the player back to the game, starting at a checkpoint.
2. NO will bring the player back to the MAIN MENU
3. The background is the game but faded to black with a noise filter on it
Bernard H, Jack N, Darryl S
Page | 68
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
MISSION OBJECTIVE SCREEN
This screen will pop up whenever the player triggers an event such as, at the start of the level,
encountering an enemy base or ally planet or completing an objective.
1
2
5
OBJECTIVE TITLE
EMPTY
3
4
OBJECTIVE DESCRIPTION
PRESS ENTER TO CONTINUE
EMPTY
1. The background is the character’s camera view of the world.
2. OBJECTIVE TITLE is the basic tile or theme of the objective
3. OBJECTIVE DESCRIPTION is a summery and tips on what the player has to do. This box is
vertically stretchable if more text is required.
4. PRESS ENTER will close the objective screen.
5. The picture is an image of the person giving the objective.
Bernard H, Jack N, Darryl S
Page | 69
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
"HUD/ON SCREEN DISPLAYS” APPENDIX
The in game HUD is simple and clean. All HUD elements are
around the Gravitron, so that the player doesn’t have to look
away from the point of interest. The HUD is transparent and
becomes more transparent when the information is not
needed.
The left red half of the circle is the player's health. When the
player takes damage the bar lowers from the top and becomes
more opaque for 5 seconds.
The blue right half of the circle is the player's energy. When
the player uses the "core" abilities, the energy bar drains from
the top and also becomes more opaque as energy is draining.
The small inner yellow circle is the player's technology. The bar starts out as a dark yellow and fills with
yellow clockwise, as the player gets more technology. When the player upgrades the bar resets. When
the player is at the max level, the bar disappears.
Bernard H, Jack N, Darryl S
Page | 70
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
“GAME INTERFACE – WIREFRAMES” APPENDIX
MAIN MENU
1
5
START GAME
3
6
4
OPTIONS
8
QUIT GAME
EMPTY
2
GRAVITOS LOGO
7
CREDITS
1. Background is a picture of space, similar to in-game. The Background slowly rotates. All of the
menu buttons slowly orbit around the Gravitron.
2. The GRAVITOS LOGO wraps around the Gravitron.
3. The red dot represents the crosshair to select the menu items. The crosshair is stuck to a circular
plane, moving the mouse will control the crosshair.
4. The Gravitron is similar to the one in-game, except it has more details.
5. START GAME will start the game. A loading screen will pop up showing the control scheme
6. OPTIONS will bring up a screen showing sound, video and control settings.
7. CREDITS will fade to the credits screen. If the player moves or presses any button the credits will
exit back to menu.
8. QUIT GAME exits the game.
Bernard H, Jack N, Darryl S
Page | 71
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
TITLE SCREEN & PRE-LOADER
The pre-loader appears at the very start of the game, as the game is loading the menu. The pre-loader
turns into the title screen after everything is loaded.
3
1
GRAVITOS LOGO
2
PRESS ANY KEY
1. The screen will first start out with just the logo, the Gravitron and a black background.
2. PRESS ANY KEY changes from LOADING to PRESS ANY KEY once the game is loaded. When the
player presses any key the screen transitions into the MENU SCREEN
3. The background will start out as black then will fade to the menu’s space background once the
game is loaded.
Bernard H, Jack N, Darryl S
Page | 72
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
OPTIONS MENU
1
OPTIONS
2
MAIN MENU
3
RETURN TO DEFAULTS
VIDEO SETTINGS
4
QUALITY
EMPTY
SOUND SETTINGS
5
MUSIC VOLUME
6
SFX VOLUME
7
CONTROLLER SETTINGS
PC
X-BOX
1.
2.
3.
4.
The background is a cloudy space nebula.
MAIN MENU will bring the player back to the main menu.
RETURN TO DEFAULTS will change all the settings back to the default settings.
The QUALITY Alters the texture and particle effects quality. To alter them the player moves
down to highlight the slider, then moves left or right.
5. The SOUND SETTINGS has music volume and sound effects volume to alter. When music volume
is altered, the background music will change. When a SFX volume is altered, a scrolling sound
will change in volume.
6. CONTROLLER SETTINGS will switch the code to use PC or X-BOX controls.
Bernard H, Jack N, Darryl S
Page | 73
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
PAUSE MENU
1
3
QUIT GAME
2
RESUME
5
PAUSE
EMPTY
4
MAIN MENU
1. The background will be the screenshot of the paused game faded, 50% darker and with a noise
filter on. When the game is paused the pause menu fades in. When each button is selected they
will glow to tell the player.
2. RESUME will fade back to the game. This is the default button that is highlighted.
3. QUIT GAME will exit the game entirely. A message will pop up confirming that they want to exit.
4. MAIN MENU brings them back to the main menu. The screen will fade to the man menu
environment. A message will pop up confirming that they want to exit.
5. The PAUSE text appears right on the center of the Gravitron. The other buttons rotates slowly
around pause.
Bernard H, Jack N, Darryl S
Page | 74
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CREDITS MENU
1
CREDITS
3
2
Press any button to exit
Special Thanks to:
NAMES
NAMES
NAMES
Created by:
NAMES
NAMES
NAMES
EMPTY
1. The background is a dark space scene.
2. The Created by and Special Thanks to text is static, since everyone’s name will fit on the page.
3. When the player presses any key, the credits will exit to the main menu.
Bernard H, Jack N, Darryl S
Page | 75
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LOADING SCREEN
The loading screen is used whenever the level is being loaded.
1
EMPTY
3
LOADING…..
2
TIP ABOUT THE GAME
1. The LOADING bar shows the loading progress. It also has the text loading on it. Once it is
finished loading, the text changes to Finished, press any key to continue. The text blinks to get
the player’s attention.
2. TIP ABOUT THE GAME gives a brief description of one of the game’s mechanics or controls
3. The background is a screenshot of the level the player is going to join.
Bernard H, Jack N, Darryl S
Page | 76
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
“STORY” APPENDIX
The style of this game doesn’t need much of a story. The way story’s handled is that the player gets
mission objectives throughout a level. The objectives are simple, such as saving a planet from
ambushing enemies.
Bernard H, Jack N, Darryl S
Page | 77
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
FEATURES TO COMPLETE AFTER GRADUATION
GRAVITY OF OTHER OBJECTS
The entire level orbits around the sun. When the player stops
trusting, the Gravitron starts to orbit around the sun. If the Gravitron
is at a higher tech level, the player has more movement freedom. At
lower tech levels, the Gravitron feels more constraint to the suns
orbit field.
The first diagram shows the player using his thrusters and thrusting
in the arrowed direction. The small circle shows where the Gravitron
ended up.
The second diagram shows the player letting go of the thrusts and
letting force move it along in space. It follows the orbit path more
directly.
Variable
Description
Phase 1
Constraint
The player has a [15%] constraint while moving
Phase 2
Constraint
The player has a [10%] constraint while moving
Phase 3
Constraint
The player has a [0%] constraint while moving
The player has a [80%] constraint while idling
The player has a [50%] constraint while idling
The player has a [20%] constraint while idling
Bernard H, Jack N, Darryl S
Page | 78
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
ENVIRONMENTAL HAZARDS
BLACK HOLES
Black Holes start to suck the player inside of them. If the player gets sucked in, he instantly dies. Other
objects, besides the player are also sucked into the black hole.
The black hole has a deep hum SFX.
Variable
Description
Size
The black hole is [36] units in diameter
Pull Radius
The black hole pulls the player in similar to the Gravitron pulling in asteroids
The pull distance is [20] units from the outside edge of the black hole
Damage
The player takes [1000] damage (instant death) when sucked in a black hole
COMETS
Comets have a long orbit around the sun. The player has to keep track of the comet's path and avoid it
to be safe.
Comets make an incoming missile SFX.
Variable
Description
Size
The comet is [10] units in diameter (same as Gravitron size)
Velocity
The comets move at a speed of [10 units/second]
Damage
The player takes [80] damage when hit by a comet
Bernard H, Jack N, Darryl S
Page | 79
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LEVEL 2: SPACE INVASION
Dimensions: 550 units x 450 units
Intended Playtime: 3 Minutes
Scenario: The Enemy Space Station is
initiating a two stage invasion on the
Objective Planet. At stage 1, the
Enemy Station produces invaders that
travel to Planets A and B to receive
Troops. The Invaders will then travel to
the Objective planet. Planet C has
agreed to help the Objective Planet by
destroying the Enemy Station, but it
will take Planet C a near full revolution
to produce Rocket Defense Satellites
and get in range of the enemy station.
When Planet C reaches a point in its
orbit where it can fire at the Enemy
freely, the Objective will be saved.
Mission Objectives:
3. Keep Objective Intact for 1
minute and 30 seconds
4. Survive until Planet C is in
range and destroys the Enemy
Mission Objectives:
2. [125]xp
Mission Failure: If [16] invaders land
on Objective Planet.
Page | 80
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
PLANET A
Invaders will land on this planet, at which point they will be safe from the player’s attacks. After staying
on the planet for [5] seconds, the invaders will launch themselves at the objective planet.
Variable
Description
Orbit Radius
[40] units
Orbit Speed
10 units/second
Orbital Period
[25] seconds
PLANET B
Invaders will land on this planet, at which point they will be safe from the player’s attacks. After staying
on the planet for [5] seconds, the invaders will launch themselves at the objective planet.
Variable
Description
Orbit Radius
[70] units
Orbit Speed
10.1 units/second
Orbital Period
[40] seconds
OBJECTIVE
The Objective Planet has as low speed Asteroid belt that the player can take asteroids from to use.
Asteroids spawn in the belt constantly. The Objective planet is lost if [16] Invaders successfully land on
the surface.
Variable
Description
Orbit Radius
[140] units
Orbit Speed
11 units/second
Page | 81
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Orbital Period
[80] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET C
Once Planet C has rocket defense satellites in orbit and is in range of the Enemy, Planet C will use the
rocket defense satellites to fire upon the enemy.
Variable
Description
Orbit Radius
[200] units
Orbit Speed
7.8 units/second
Orbital Period
[160] seconds
Produces
Rocket Defense Satellites
Production Rate
[1] Rocket Defense Satellites every [35] seconds
CAST OF ENEMIES
ENEMY
Variable
Description
Tier
2
Produces
Invaders
Production Rate
[10] Invaders every [10] seconds
Asteroid Velocity
0 units/second
Bernard H, Jack N, Darryl S
Page | 82
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
SUMMARY
•
•
•
•
•
•
•
Size: Large
Length: Medium
Difficulty: 4 (medium-hard)
Objectives: Defend the Objective, Destroy the Enemy Space Station
Enemies: Space Station Tier 2, Invaders
Skills Used: Using Defense Satellites, Defeating Invaders
Satellites: Asteroids, Blackhole Emulators,
WALKTHROUGH
The player is tasked with protecting the Objective from enemy Invaders for near [3] minutes. The player
can accomplish this in one of two ways. The player can stay near the objective to ensure that no
invaders land on the objective or the player can destroy the invaders when they are on their trajected
paths to either planet A or B. Other than asteroids, the player can use the Tesla Defense Satellite or the
Blackhole Emulator to accomplish the mission objective.
Bernard H, Jack N, Darryl S
Page | 83
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
LEVEL 3: UNFAIR FIGHT
Dimensions: 625 units x 500 units
Intended Playtime: [9] minutes
Scenario: Objective Planet A is being
assaulted from all sides by enemy
space stations. It is the player’s goal to
ensure Objective A’s safety and
destroy all enemy Space Stations. The
Space stations will only send attacks
towards the Objective if the Objective
planet is in the respective quadrant.
Mission Objectives:
5. Protect Objective A as it orbits
6. Destroy Enemy X
7. Destroy Enemy Y
8. Destroy Enemy Z
Mission Rewards:
5. none
6. [50]xp
7. [75]xp
8. [125]xp
Mission Failure: Objective A ([250]HP)
is destroyed.
Page | 84
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
CAST OF PLANETS
OBJECTIVE A
Variable
Description
Orbit Radius
[130] units
Orbit Speed
1.5 units/second
Orbital Period
[540] seconds
PLANET B
Variable
Description
Orbit Radius
[85] units
Orbit Speed
13.3 units/second
Orbital Period
[40] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET C
Variable
Description
Orbit Radius
[40] units
Orbit Speed
12.5units/second
Orbital Period
[20] seconds
PLANET D
Page | 85
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Variable
Description
Orbit Radius
[170] units
Orbit Speed
3.8 units/second
Orbital Period
[280] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
PLANET E
Variable
Description
Orbit Radius
[210] units
Orbit Speed
1.6 units/second
Orbital Period
[420] seconds
Produces
Asteroids
Production Rate
[1] Asteroid every [4] seconds
CAST OF ENEMIES
ENEMY X
Variable
Description
Tier
1
Produces
Invaders
Production Rate
[5] Invaders every [3] seconds
Bernard H, Jack N, Darryl S
Page | 86
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
Asteroid Velocity
0 units/second
ENEMY Y
Variable
Description
Tier
1
Produces
Laser Probes
Production Rate
[1] Invaders every [4] seconds
Asteroid Velocity
0 units/second
ENEMY Z
Variable
Description
Tier
2
Produces
Rocket Defense Unit
Production Rate
[1] RDU every [4] seconds
Asteroid Velocity
0 units/second
SUMMARY
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Size: Large
Length: Long
Difficulty: 5 (hard)
Objectives: Defend the Objective
Enemies: 2 Space Station Tier 1, 1 Space Station Tier 2, Invaders
Skills Used: Using Defense Satellites, Defeating Invaders
Satellites: Asteroids, Laser Probes, Rocket Defense units
Bernard H, Jack N, Darryl S
Page | 87
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
WALKTHROUGH
The player is tasked with protecting Objective A and destroying all enemy Space Stations. Objective A
only triggers enemy forces if it is occupying the same Quadrant as the space station. The player will have
to keep track of when Objective planet is in immediate danger and time his assaults on the space
stations accordingly.
Bernard H, Jack N, Darryl S
Page | 88
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
“COMPETITIVE ANALYSIS” APPENDIX
KONSTANTIN KOSHUTIN'S HAMMERFIGHT
(http://koshutin.com/): Orbital Mechanics and Physics
WEAPONS THAT ORBIT THE PLAYER:
Hammerfight:
Gravitos:
Summary:
Progress from wooden mallets to Collect a variety of satellites for
a wide variety of slicing and
defense, offense, and
chopping blades.
advancement.
Weapon damage type is
arbitrary. Maximum of two
weapons orbiting.
Up to 20 orbiting satellites.
Gravitos offers a wide array of
player choice and makes
weapons part of overall
progression.
PHYSICS-BASED PLAY:
Hammerfight:
Gravitos:
Summary:
Gives the player direct physical
control over the orbiting
weapons by requiring circular
mouse motion for attack, with
timing and speed factoring into
damage done.
Allows players to choose the
speed and efficacy of orbiting
satellites through simple button
presses, and requires timing for
successful damage to targets.
Gravitos provides a simple
control scheme for players,
lowering the barrier to entry.
Bernard H, Jack N, Darryl S
Page | 89
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
HEMISPHERE GAMES'S OSMOS
(http://hemispheregames.com/osmos/): Movement Physics and Risk/Reward Gameplay
PROPULSION-BASED PHYSICAL MOVEMENT:
Osmos:
Gravitos:
Summary:
Player avatar moves by velocity,
with acceleration and range
player-controlled. Longer bursts
of acceleration decreases player
survivability.
Player avatar moves in zero
gravity, with player-controlled
acceleration. Range dependent
on player-collected fuel in
certain game modes.
Gravitos's movement system
designed to give the player
freedom to explore the level
environments.
Osmos:
Gravitos:
Summary:
Player must strategically decide
which direction to move, as the
level environment is hostile and
constantly evolving, and each
movement reduces survivability.
The player must decide which
satellites to keep and how to
manage them for maximum
efficiency. Players may
(generally) discard and obtain
new satellites at will.
Gravitos allows the player to
decide which risks to take, and
how to tackle those challenges
as they see fit.
RISK AND REWARD:
Bernard H, Jack N, Darryl S
Page | 90
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
OMNI-LABS'S EUFLORIA
(http://eufloria-game.com/): Objective-based Gameplay and Strategic Movement
EXPLORATION AND QUESTS:
Eufloria:
Gravitos:
Summary:
Has an overarching campaign
divided into 5 chapters of 5
levels each, with each map
revealing as the player explores
it.
Mission-based gameplay with
unique objectives in each level
based on the core orbital
mechanic.
Gravitos offers several styles of
play and a wide array of ways to
achieve objectives.
Eufloria:
Gravitos:
Summary:
Eufloria uses an
explore/conquer/reinforce
system to push the player
forward to victory. Key planets
must be occupied and defended
before advancing.
Some modes of Gravitos play
require the collection and
protection of specific objects to
ensure mission success.
Gravitos uses mobile strategic
play and relies less on fixed
objectives to provide a more
organic play experience.
STRATEGY-BASED PLAY:
Bernard H, Jack N, Darryl S
Page | 91
Gravitos
10/11/2010
Copyright ©2010 Vancouver Film School – All rights reserved
“RESOURCE/RESEARCH” APPENDIX
The following can be used for additional information and inspiration.
Games
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Hammerfight
Osmos
Eufloria
FlOw
Spore
Littlebigplanet
Gravity Crash
Darwina
Websites
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http://en.wikipedia.org/wiki/Space
http://www.space.com/
http://code.google.com/
http://browse.deviantart.com/?qh=&section=&q=moment+in+space#
http://www.uncommonassembly.com/
http://unity3d.com/support/documentation/Components/comp-ImageEffects.html
http://technology.blurst.com/
Books
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Universe: Stars and Galaxies
Cosmos, by Carl Sagan
Asimov on Physics, by Issac Asimov
Movies
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Star Wars
Star Trek
2001: A Space Odyssey
Titan A.E
Sunshine
Serenity
Bernard H, Jack N, Darryl S
Page | 92
Gravitos
10/11/2010

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