team bear draft design document

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    [1] Overview[1.1] Name of the game: Famished Tournament[1.2] Name of the team: Bear[1.3] Names of team members:

    Name UCInetID

    Peter (Chi-Hsun) Chang chihsunc

    Brian Chipman bchipman

    Max Kim maxk

    Virginia McMinn vmcminn

    Jonathan Shokoor jshokoor

    [1.4] Overview of the game:

    Genre: Two-player, player vs. player arena

    Description: Two players gain level and customizable skills as the gameprogresses to enhance their chances of winning. Both players begin at level 1 and with

    no skills. NPCs spawn in fixed time intervals. The last player to hit a NPC (killing blow)before its death is granted experience points to level up. In addition, NPCs drop skillsupon death which can be taken the first player to pick it up regardless of which playerlanded the killing blow.

    Win Condition: Kill the enemy player

    Background Story: The game takes place in a world torn asunder by war and famine.The player controlled characters are champions of their respective races and fight in thearena in order to win food and supplies for their people.

    Art Design: 2D, pixel-based art influenced by early Super Nintendo games

    Technical Platform: PC using Playstation 3 controllers

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    [2] Game Specification[2.1] Game Goals and Philosophy: The game should uphold the following features:

    Intuitive Game-play: Players should not be required to read any in-depth manuals, withthe exception of controller guide, in order to begin playing.

    Player-set Pace: The game should not pace or force the players to a win-condition;instead the players ultimately determine when the game will end through their individualchoices and play-style.

    Anti-snowballing: The game will not promote snowballing effects where a player isgiven an unfair advantage from small leads. Any player who is 'losing' will always havethe opportunity to come back and make an upset.

    Choice-based Attributes: All players will be identical and equal at the start of the game.There is no innate attributes given to any player and all attributes gained throughout thegame will be based on the players' choices.

    [2.2] Rules and Mechanics:

    [2.2.1] Controller:

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    [2.2.2] Definitions: The following terms and distinctions will be used throughout thedocument.

    Action : Throughout the design document, the term action will be used to label

    the innate moves or abilities that a player can do. These are permanent and willnot change throughout the course of the game.

    Casting : Execution of skill.

    Channeling : A character 'channeling' is immobile and unable to perform any otheraction for a fixed duration. Upon waiting the full duration, the channeling iscomplete and an event occurs. Any action, movement, or damage taken duringchanneling cancels it.

    Character : The player-controlled unit within the game environment.

    Destructible Terrain : Terrain that has health and can be destroyed by damagefrom ranged particles. Can be dynamically created and removed as the gameprogresses.

    Equip : A skill is picked up, or equipped, by a player if the player holds the desiredskill button (1-4) while standing on top of skill, which was dropped by an Monster.

    Melee Attack : Type of attack. Deals damage to units around the attacking playerbased on distance and fixed arc angle.

    NPC/Monster : The two terms will be used interchangeably throughout the design

    document. These units are AI-controlled and killable units which spawn regularlythroughout the game. They drop skills, randomly chosen, upon death. Three typesof monsters: weak, medium, ultimate.

    Particle Attack : Type of attack. Creates a particle that moves throughout the mapin varying motions and speed. Particles are subject to collision when it hits aplayer, NPC, or terrain. Particles are removed from arena upon collision or timer(whichever occurs first).

    Permanent Terrain : Terrain that cannot be changed throughout the course of thegame.

    Player : The human player who provides inputs via PS3 controller.

    Skill : Throughout the design document, the term skill will be used to label thespells dropped by NPC/Monster throughout the game. This is different fromAction. Types of skills: Auto-attack(max: 1), Basic (max: 3), Ultimate(max: 1).

    [2.2.2] Player Based Metrics:

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    Each character starts off with the following metrics:

    Level 1 (maximum: 10) 100 hit points

    10 energy points Five skill slots, all initially empty 1 Attack Skill - does not consume energy and replaces primary attack 3 Basic Skills - consumes varying energy based on the skill 1 Ultimate Skill - consumes significantly more energy than Basic Skills

    Regeneration of hit points and energy increases with level: (player level) energy every 5 seconds (player level * 0.5) hit point every 5 seconds

    [2.2.3] Obtaining and Removing Skills:

    Players must obtain any combination of five skills, among the many that exist, which arerandomly dropped from NPC monsters upon death. Skills are claimed by a player bychanneling on top of the skill item while holding the desired skill button on controller. (Forexample, if player wants to obtain and assign a skill to the O button, then player holdsO while the players character is on top of the skill icon. If O is already equipped with askill, player must drop skill before picking up a new skill.) If the channel is interrupted,player fails to obtain the skill and must retry. After obtaining five skills, players may notobtain any more skills until an existing one is voluntarily removed by the player. Playerremoves a skill by holding the 'Remove Skill' button simultaneously with skill button (theskill the player plans to remove) for two seconds. Removing a skill is NOT a channel.

    [2.2.4] Baseline Actions:

    All players have four baseline actions, based on controller input, that can be used frombeginning to end. These actions are not customizable and do not change throughout thegame.

    Meditate : Channel 3 seconds. Grants 4 energy upon completion of channel.

    Wall Jumping : Players can wall-jump by pressing the jump button next to avertical terrain segment.

    Obtain skill : Channel 2 seconds . Player holds desired Skill Button whilecharacter is on top of skill item in map.

    Drop skill : Player holdsRemove Skill(L1) button and desired Skill Button, whichcurrently is equipped with a skill, to drop the skill. The skill is removed from thegame once removed.

    [2.3] Artwork and User Interface:

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    [2.3.1] Influences: Art is influenced by games developed for early consoles suchas Nintendo, Super Nintendo, and Gameboy.

    [2.3.2] Initial Concept Art:

    [2.3.3] User Interface:

    Start Screen: User will be given option to start the game, find other players, get

    help, set options, and exit Clicking Start will begin the game with the second player

    connected to the same computer. Clicking Find Friends will search for another player on the

    network who is also looking for somebody to play against. Clicking Help will direct the user to a help page with

    instructions on how to play. Clicking Options will allow the user to set the games

    settings such as volume, sound effects, etc. Clicking Exit will end the game and close the window.

    Selections will be located in the center of the screen. The background will be a static image of one of the battle arenas

    and an enlarged image of the players.

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    Find Friends: This page will show the game searching for another player on the

    network for the user to face in the battle arena While searching, the screen will show a simple loading bar. Option to go back to the previous screen (start page) will be in the

    bottom left-hand corner. Once an opponent is found, the user can either select whether

    they want to keep searching if they do not like their opponent or tostart the game.

    Options to keep searching or start game will appear directlyunderneath the other players name on the page.

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    Help: This page will provide a diagram of the controller and instructions

    on how to play the game for the user to reference. A return to main menu button will be in the bottom left-hand corner.

    Options: The options will let the user set sound settings by turning on/off

    both sound effects and music. The return to main menu button will be in the bottom left of the

    screen.

    Battle Arena:

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    During gameplay, the player will have a set playable area of 1150 x475.

    The health bars, energy bars, and skills will be outside of theplayable area.

    There will be a timer at the bottom center of the unplayable area.

    [2.4] Gameplay and Balance:

    Famished Tournament can be played locally or online by challenging an opponentto a fight to the death.

    If played locally, both players will connect to the same computer with USBcompatible controllers such as those used by the Playstation 3.

    Game will take place on the computers screen and will be sharedby both players as they habitat and interact within the sameenvironment.

    If played online, the game will search for another opponent on a separatecomputer.

    Online matches are initiated in the games start menu. Once a compatible opponent has been found and a connection

    has been initiated between both players, the game will begin witheach player starting in their respective area of a sharedenvironment.

    Upon the establishment of two players connected to the same game, gameplay isstructured to be extremely competitive as players are thrown into an arena in afight to the death.

    Both players begin as a character with minimal strength and capabilities. Theycan choose to immediately kill each other or farm NPCs and skills to increasetheir odds of winning.

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    Monsters will be periodically spawned into the environment and will seek out and

    attempt to kill both players.

    Early on in the game, each players limited capabilities will make it extremely

    difficult to directly engage each other while simultaneously avoiding monsters. The players of the game will be forced to strategically manage their encounters

    against each other and monsters. Incentives for killing monsters:

    Monsters generated in the environments are capable of droppingskills that players can pick up.

    Monsters will give players experience to level up their character. Ultimately a player wins the game by killing their human opponent, but the

    player must do so strategically to win the game.

    [2.5] Background and Influence:

    Some games that directly went into the influencing the idea for this game are titlessuch as:

    Defense of the Ancients League of Legends Super Smash Brothers Street Fighters Worms Armageddon Samurai Gunn

    Since the release of Defense of the Ancients as a custom map on Warcraft 3 and

    its classification as an entirely new genre (Multiplayer Online Battle Arena),competitive gaming has been both revolutionized as well as revitalized.

    The popularity of this genre has generated attention and fandom on aninternational level. Its tournaments have accumulated an impressivenumber of viewership and have generated monetary prize pools that rangein the millions.

    Using MOBAs model of gameplay, we have formulated our own version ofa multiplayer gameplay arena in which players can exhibit their virtualprowess in a battle to the death.

    Traditional fighting games as well as creative variations such as Super Smash

    Brothers and Samurai Gunn have also played an impactful role in the design ofour game. Players are pitted in a shared environment in a battle to the death, but the

    winner of each match is not always the one with the quickest reaction timeor ability to unleash ruthless combos.

    Our creative environmental factors force players to pick their battlesstrategically as the current state of the game changes frequently.

    [2.6] Music and Sound:

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    [2.6.1] Music:

    Music created by the Atari music band, Grayscale Project, will be used forthe game.

    Songs are similar to 8-bit music which adheres to the retro style of

    Famished Tournament Music can be obtained fromhttp://grayscale.scene.pl/msx_archive.php?lang=en

    The music, with its high beats per minute, reflects the games fast pace.

    Music will not be associated with a particular event or location, but will berandomly chosen during the gameplay.

    The title screen will only have one song associated with it as itsestablished theme song.

    [2.6.2] Sound:

    We will be creating the sound effects for the game using bfxr.net

    Each skill with have a unique sound associated with it. Fire/artillery based skills, such as mines, will used a sound similar

    to an explosion. Shields will use a humming noise when they are activated. Transportation skills, such as portal, will have a whooshing noise

    when the character appears out at the destination. Ultimate skills will have longer and louder sound effects associated

    with them.

    [2.7] Background Story:

    The game takes place in a fantasy world that includes magic and traditional mysticalraces. The state of the world in which these mythical races occupy is under completechaos as a tyrannical overlord enslaved and depleted the people of this world withoverwhelming dark magic. Entire populations have been subjugated to life inracially-segregated labor camps. These labor camps are brutally policed by the militaryforces of dark overlord. Under these harsh conditions, the people of each race take anyopportunity they are granted in bettering their circumstances. Unfortunately, the only onethey are presented with is the participation in the dark overlords arena in which achampion may represent their people in a fight to the death. Should a champion bevictorious, they will earn their people much needed resources to improve their standardsof living.

    [2.8] Characters:

    http://www.google.com/url?q=http%3A%2F%2Fgrayscale.scene.pl%2Fmsx_archive.php%3Flang%3Den&sa=D&sntz=1&usg=AFQjCNHlwqFg_sKyi98JKbaxDpvWbmF3Wg
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    At the start of the game, each player will be given the option of choosing his characterfrom a list of champions representing each race. The list of races includes elves,dwarves, werewolves, humans, androids, etc. The main difference between each ofthese characters will mostly be aesthetic, as mechanically they will all operate exactly the

    same. Each character starts out with the same basic skills and upon level progressionwill develop differently as they gain new skills. These characters will also be representedby sprites that have the same exact dimensions.

    [2.9] Levels:

    Each game from start to finish will take place in the same field of play or environment.This level or map will be determined by the player before the start of the game. There willbe multiple maps to choose from but the functionality and behaviour of the environmentwill not vary heavily. The main differences in the different maps will mostly be aesthetic.

    At the beginning of the level, the map will contain an assortment of terrain that will bespread out amongst the level. This terrain is destructible and will alter as the gameprogresses. The map will also generate terrain as the game progresses, so although thesame map may be played multiple times, the experience will not always be the same.The appearance of the terrain will change from map to map as well the background of themap.

    The game will also spawn monsters through some random variation. The monsters arebroken down into three categories: small, medium, and large. This variation andrandomness will also give each individual map the effect of being experienced differentlyon each individual playthrough.

    [2.10] Scripts:

    There is no plans for implementation of scripts at the moment.

    [2.11] Cutscenes:

    Once all settings (character, map, other miscellaneous settings) have been configuredand adjusted to the players choosing, the game will commence from the start up until thevery end of the game without cutscenes. Once a player reaches the objective and isclaimed victorious, there will be an ending scene to conclude the champions journey in

    his fight to secure food and resources for his people. Upon the end of that scene, that willbe a brief congratulatory message followed by the credits.

    [2.12] Artificial Intelligence:

    Artificial Intelligence will only be applied in monsters. The algorithm will be fairly simple.Monsters will check nearby for players. If found, directionality set towards that direction.Monsters will jump if players position is higher(y-coord) is higher than theirs.

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    Monsters will disengage after a fixed duration. If no player is found, monster will randomlychoose a direction and proceed in that direction.

    [3] Technical Specifications[3.1] Programming Languages: Python 3.4.2

    [3.2] Libraries: builtins, standard library

    [3.3] Code or Engines: pygame

    [3.4] Target Hardware: Windows 7/8 PC

    [3.5] Technical Definitions:

    unit_obj :: Instance object of Blockable, Monster, or Player that currently exists inthe game.

    monster_ID :: Unique ID given to the monster type; used to extract data fromMONSTER_TABLE

    spell_ID :: Unique ID given to skills; used to extract data from SKILL_TABLE

    particle_obj :: Instantiated object of MeleeParticle or RangeParticle that exists inthe game.

    destr_obj :: Instantiated object of Destructible terrain that exists in the game.

    [3.6] Global Variables and Objects:

    PLAYER1 :: Instantiated object(Player class) for Player 1

    PLAYER2 :: Instantiated object(Player class) for Player 2

    SKILL_TABLE :: Table used to look up information of skills in game based onskill_ID. (Damage, motion algorithm, etc.)

    MONSTER_TABLE :: Table used to look up information of monsters in based onmonster_ID.

    DESTR_TABLE :: Table used to look up information of destructible terrain basedon destr_id.

    ALL_UNITS :: Global array of Blockable objects and its children that currently existin the game.

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    ALL_UNITS_DELETE :: Global array of index values to delete from ALL_UNITS.

    Used to avoid concurrent modification exceptions.

    ALL_PARTICLES :: Global array of MeleeParticle and RangeParticle objects that

    currently exists in the game. ALL_PARTICLES_DELETE :: Global array of index values to delete from

    ALL_PARTICLES. Used to avoid concurrent modification exceptions.

    ALL_DESTR :: Global array of all destructible terrain that currently exist in thegame.

    ALL_DESTR_DELETE :: Global array of index values to delete from ALL_DESTR. Used to avoid concurrent modification exceptions.

    TIME: Global variable for current time value

    GRAVITY: The rate at which players and units drop along y-coordinate.

    [3.7] Data Structures:

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    Class Name Features/Functionality Inherits

    Entity Most basic class. Has xlocation and y location.Stores a function object as

    an attribute as itsmechanism for finding itsnew x and y location uponeach loop of themain-game loop. nextLoc()is primary function to becalled, which uses itscurrent x location, ylocation, and storedfunction object.

    None.

    Killable Current HP and maximumHP. Killable and all of itschildren are considered tobe rectangles in the gameenvironment. Functions toadd health, remove health,and check ofHP==0(dead).

    Entity

    Blockable Added functionality ofdetecting for any terrainsaround the object. If terrain

    is detected, its nextLoc()may be inhibited sinceterrain is blocking it.

    Killable

    Player (Character) Current Energy, maximumEnergy, and level. Addedfunctionality of updating itsattributes by time.

    Blockable

    Monster Ability to damage anyplayer that it comes intocontact with. lastHitvariables are used toprevent one attack frominflicting damage morethan once.

    Blockable

    Destructible Not much different from itsparent class; exists forclassification purposes.

    Killable

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    MeleeParticle Particles are considered tobe circles within the gameenvironment. Particles areplayer generated objectsthat are capable of dealing

    damage to the opposingplayer or monster. Meleeparticles ignore terrain . Itis also capable of beingdestroyed if it comes intocontact with anon-destructible terrain.

    Entity

    RangeParticle Similar to MeleeParticle,but can be blocked byterrain (destructible andpermanent).

    MeleeParticle

    [3.8] Exact Algorithms:

    mainloop(){ //while game not endedhandleTimedEvents();handlePlayerInputs();handleUnitsMovement();handleParticleMovement();handleParticleCollision();drawAll();

    checkGameEnd();}

    handleTimedEvents(){playerRegenUpdate();//player health/energy regenparticleTTL(); //check if any particles expireconditionsCheck(); //check if any conditions expire}

    handlePlayerInputs() {updatePlayerAccels(); //Updates player movement directioncheckSkillPress(); //Creates skill particles if cast}

    handleUnitsMovement(){ updatePlayerMovement();//determines players new positionupdateMonsterMovement()://determines new monster position}

    handleParticleMovement(){

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    //for each particle, find new spot}

    handleParticleCollision(){//if particle collides, update particle//and affected targets

    }

    drawAll(){ //in order of layeringdrawBaseMap();drawUI();drawPermanentTerrain();drawDestructibleTerrain();drawMonsters();drawPlayers();drawParticles(); //most important, so on top}

    checkGameEnd() {//check if a player is dead//If true, flag game end.//Cutscene/victory announce

    }

    [3.9] Backup and Version Control Systems: Github

    [3.10] Game Details:

    [3.10.1] Character (Player-controlled) :

    Each player controls his or her own unique Character to interact with the gameenvironment. Every Character possesses the same starting attributes that willchange as the game progresses. These attributes consist of hit points (HP),energy, level, experience, and skill address. The initial values of these attributesare as follows:

    Current HP: 100Maximum HP: 100Current Energy: 10

    Maximum Energy: 10Level: 1/10Experience: 100 (0/100)Skill 1: [Address of the default attack]Skill 2: NoneSkill 3: NoneSkill 4: NoneSkill 5: None

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    HP determines the amount of damage that Character can take before it is definedas dead (when HP

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    jump depends on which side of the boundaries is in contact. If it is the bottomside, then it is considered a ground jump. This type of jump has a higher prioritythan the other jump, the wall jump.

    When the Character performs a ground jump, the Character trajectory should

    resemble that of a parabolic arc and the Character should have the samehorizontal movement capabilities as if it was on the ground. For wall jumps, theCharacter trajectory should be a sharp concave upwards arc away from the wall.The Character should have limited horizontal movement capabilities towards theterrain it wall jumped from.

    In order for a Character to have access to a skill, it must pick up that skill duringgameplay. To pick up a skill, the Character must stand essentially on top of theskill item and perform a channel with the corresponding empty skill slot. Thischannel takes 2 seconds to complete and any action done, skill performed, ordamage taken by the Character will disrupt the channeling. The skill slotrestrictions apply and a Character may not fill Skill 1 with a basic or ultimate skill.

    As long as the Character has the required energy to perform a skill and is notobstructed by special debuffs, it may perform any skill it possesses with nocooldown except for the animation time of that skill. While performing a skill, theCharacters movements are restricted and it may not perform another action orskill during the skill animation. Depending on the skill, the Character may be ableto perform the skill in a different direction than the default (forward) direction. TheCharacter may be allowed to aim upwards or downwards instead.

    A Character may drop any of its 5 skills at any time. If the player holds down theRemove Skill button and one of the non-empty skill buttons for 2 seconds, that

    skill is removed from the Character and the slot may be filled with another skillinstead. This action is not a channel, so the Character may take other actions(but not use skills) and receive damage without canceling the Remove Skill actionin the meantime.

    All Characters begin with an ability called Meditate. This ability is a channeledability that restores 4 energy after 3 seconds of channeling and it cannot beinitiated while the Character is not on the ground. Like with all other channeledactions, any actions done, skills performed, or damage taken by the Characterwill interrupt the channeling.

    [3.10.2] NPC:

    In addition to the player-controlled Characters, there will be non-playablecharacters (NPC) that are hostile to both player-controlled Characters. There arethree tiers of NPCs: weak, medium, and ultimate. These NPCs will spawn withinthe playable game space at fixed time intervals and their spawn rates will shift asthe game timer progresses, with long times associated with more dangerousNPCs. Each NPC will drop items corresponding with their tier.

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    The weak NPCs are least dangerous tier of the three, but start out with thehighest spawn rate. These NPCs are small in size, with the maximum height atabout half of the Characters height. They also deal insignificant damage valuesand possess very low HP. Their movement speed should be at a fairly lowamount, allowing even the lowest equipped Character to easily dispatch them.

    Upon death, these NPCs grant its killer a small amount of experience and willsometimes drop instant health recovery items that any Character may pick up. Asthe game timer progresses, the spawn rate of these NPCs slowly decrease andeventually reaches 0.

    Medium NPCs have sizes that closely resemble that of a Character. They dealrespective amounts of damage and can take a bit of punishment themselves.Their movement speed can potentially match that of a Character, making somemedium NPCs more dangerous than others. NPCs within the medium tier shouldshow the greatest variance in terms of damage, HP, and movement speed of thethree tiers. Upon death, medium NPCs grant its killer experience and drop 1attack or basic skill item. These can be taken by either player. The spawn ratesfor medium NPCs start at a low rate, but steadily increases as the game timerprogresses.

    Ultimate NPCs are boss-like monsters that are visually distinct from the otherNPCs. These NPCs boast the largest NPC sizes, HP, damage, and experience.These NPCs should be dangerous for the Characters to engage, but drop anUltimate skill item upon death. Their spawn rates should be considerably low(perhaps at 1 per 2 minutes) and should remain constant throughout gameplay,unlike the other two tiers.

    Currently, there is no plans to have NPCs perform attacks. NPCs deal damage to

    Characters upon contact with the Characters. There is an internal timer toprevent NPCs from damaging the same Character again within a small timeperiod of around 0.3 seconds. In addition, when Characters damage a NPC, theNPC will stall for a small number of frames, rendering it unable of performing anyactions.

    The planned AI for NPCs is simple. NPCs will attempt to detect Characters withina certain radius, depending on the tier of the NPC. If it detects any Characters, itwill then attempt to move to the coordinates of the closest Character to damagethat Character.

    [3.10.3] Projectiles:

    Many different skills and attacks will fall under the category of projectiles. Theirfunctionality will differ based on whether the projectile is melee, particle, or beam.Melee projectiles will fire directly in front of the acting player and upon activationgame state will immediately check if there is another entity directly in front of thatplayer to determine whether or not to take further action. Particle projectiles willemit from the player in the direction they are currently aiming and will persistthrough the game state until it makes a collision with another entity at which point

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    the game will determine the outcome depending on the type of entity. Beams areprojectiles that will emit from the player in the direction they are currently aiminguntil it collides with a non-terrain entity or reaches the bounds of the current map.Upon hitting a non-terrain entity, the game will execute the proper action.

    [3.10.4] Attack Skills:Each player with have the same attack skills upon the start of the game. Oneattack will be a melee ranged attack, the other being a ranged attack.

    [3.10.5] Basic Skills:

    Teleport/blink Teleport a fixed distance either vertically or horizontally depending on the

    direction you are facing. If the destination is out of the map of containsterrain then it will be disallowed but will still consume the energy cost.

    Beam A straight line beam that goes through terrain and does minimal damage.

    Will be executed in a straight line horizontally or vertically directly abovethe player. This will do minimal damage but will also stun the opponent ifthey are hit.

    Heat Seeking Missile A projectile that will travel through the level that avoids terrain. If possible it

    will take a route towards the opponent or if that's difficult to implement thenit can travel through the map until it hits an enemy.

    Mines

    Place a land mine directly in front of your character. This mine willdetonate upon being stepped on by any entity.

    Explosive Projectile (Particle) Shoot projectile in the direction you are facing and upon clicking the button

    for that skill again, the projectile will explode and cause a damage in agreater range and potentially destroying terrain.

    Absorb/regen Shield Activates a temporary shield that absorbs a certain amount of damage

    before the damage affects your hp.

    Turret Drops a turret that shoots particles horizontally.

    Speed Boost Activation provides a temporary boost to character speed/acceleration.

    Triple Attack Temporarily cause your basic projectile attack to shoot 3 shots (projected

    at different angles) instead of 1.

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    Revolving Beam

    A beam object (goes through terrain) that revolves in a circle around theplayer.

    Portal Drops a portal at current location. Upon re-activating skill, teleports

    player back to destination where portal was dropped.

    Channeled Projectile Upon activation and continued channel - player controls the projectile that

    he fired.

    Vampiric Leach Upon activation, provides a player with a temporary buff that

    causes successful melee attacks to restore health.

    Transport Orb Fires a particle in the direction the player is currently aiming, whilethe particle is still persistent in the game state, the player maychoose to activate the skill again and transport to the currentposition of the particle.

    Counter Shield A temporary shield that absorbs an incoming projectile and adds that

    damage to a counter that maxes out at three charges. Once it is maxedout, the shield can be discharged in an explosion around the character.

    [3.10.6] Ultimate Skills:

    Epicenter Pull in all enemy entities within a certain range around your

    character, dealing damage and stunning them for a brief duration.

    Electric Beam Fires a beam horizontally or vertically that goes through terrain. If

    the beam collides with an enemy, it deals direct damage as well asadding a temporary debuff to that enemy. While an entity has the

    Electric Beam debuff, any distance traveled from the positionwhere they were hit will cause additional damage.

    Chain-shot Fires a beam horizontally or vertically that goes through terrain. If

    the beam collides with an enemy, it deals direct damage and pullsthe enemy and places them directly in front of the player who used

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    chain-shot. Upon arrival of the enemy hit with chain-shot,temporary terrain will enclose the 2 entities in a limited space.

    Persistent Beam Upon activation, fires a beam in the direction the player is currently

    aiming. The beam will stay persistent for a duration and while it isactive, the player can control the beams angle of fire using thecontrols for adjusting aim.

    [3.10.7] Terrain: (terrain, destructible terrain)

    Terrain in the level will have a temporary status, as they can be destroyed. Terraincan also be added into the level, either through player controlled abilitiesor events that occur within the level itself.

    [3.10.8] Game Status Update: Refer to 3.8 under mainloop().

    [3.10.9] Hierarchy and Relationships: Refer to 3.7

    [4] Schedule and Personnel Primary Tasks: The following are backup tasks for each individual to accomplish shouldthey finish their primary task early.

    Week (day

    begin)

    Peter Brian Max Virginia Jonathan

    5 (Nov 3) Maincharactersprite sheet

    Establishbase classesto derivesubclasses

    NPC spritesheet; beginworking onparticles.

    UIdevelopmentof game; titlescreen

    Design skills,attacks, etc.;essentiallygame content

    6 (Nov 10) Environmentsprites(background,platforms)

    Collisiondetectionalgorithms

    Finishparticles, skillicon art, etc.

    Mappingcontrols toskills (IO) andsound effects

    Implementskill designsinto code /

    API.

    7 (Nov 17) Additionalsprites (text,UI, ambiance,etc)

    Game Engine Start code inmanagingsprite andparticles.

    Sound effecttiming andmusic

    Code for UIvisual update.

  • 8/10/2019 Team Bear Draft Design Document

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