Bug Squashers - Game Design Document
Bug Squashers
Game Design Document
The platforming genre defined 1980s gaming, but gameplay conventions have evolved a lot in 40 years. Bug Squashers takes the original NES functionality and applies modern platformer standards with increased movement abilities, a renewed focus on exploration, and decreases the focus on combat in favor of an engaging story. Players will experience the world inside the bites of the computer in a mash-up of Super Mario Bros. 3 and Tron, all on the actual Nintendo Entertainment System.
This document outlines the game design of Bug Squashers, a platforming game meant for the Famicom/Nintendo Entertainment System. It is a living document and will be updated frequently throughout the development of the game.
Major revisions will be marked by a change in version number and annotated in the Revisions section.
7.1. Look & Feel of the world 15
7.2.1. Connection to the plot 15
Version 0.25 - Proof of Concept 16
Bug Squashers is an action platformer for the Nintendo Entertainment System & Famicom in the tradition of the Super Mario Bros. series, taking particular inspiration from both Super Mario Bros. 3 for the NES and Super Mario Land 2 for the Game Boy..
Going further, the game will add more modern platforming conventions such as double jumps, wall jumps, and dashes to give the game a contemporary feel and open up the possibilities of more complex platforming levels.
What are the characteristics of the people who’ll play the game? What’s their age range? What genres do they like? What similar games do they play? Everything that you know about them and most importantly, how do you know these people will actually buy your game?
This game is targeted at two main groups: retro gamers and fans of games like Celeste. The retro gamers are served by having a new game released for a 40-year-old system that runs on authentic hardware while the gameplay style serves platformer fans who’ve come to expect the more advanced movement abilities.
The primary genre for the game is a platformer.
The gameplay takes place inside the digital world of computers, in a similar vein as Tron Legacy’s “The Grid.” Some story content will take place in a fictionalized real world where anthropomorphic animals, including fantasy animals such as dragons, exist.
The world is structured linearly, with each major section being a specific level designed around a common web development problem.
The player controls the main character, Iggy the Dragon by performing jumps and dashes.
This game does not feature a multiplayer component.
The core gameplay loop follows the classic platformer methodology: traverse a level by running and jumping while avoiding enemies. More aggressive players can use their dash ability to attack enemies instead of avoiding them or jumping on top of them.
The game’s visual style is limited by the hardware of the NES/Famicom. All art is pixel-based bitmaps. This has the bonus effect of making the game immediately “retro” in aesthetic.
The world of the game is a mix between the sleek future of the Tron universe and the bleak mechanical nature of the Matrix’s real world. Level tiles are inspired by actual computer hardware such as microchips, PCBs, and capacitors, but are colored in brighter tones to avoid the overly brutal future presented in The Matrix.
At the start of each level, the player is presented with a list of client requests for the project. To unlock the next level, a player must complete 60% of the previous level’s tasks. Completing key tasks unlocks a movement upgrade. Key tasks will be marked as such in the visual design. Key tasks will also end with a boss fight.
The main objective of each level is to rid the level of bugs. While players are not required to squash every bug in the level, they will be rewarded for doing so (reward TBD). To complete a level, the player must meet a minimum threshold of bugs squashed.
As a secondary object, the player can collect cookies to boost their score. After collecting enough cookies, the player gets an extra life.
Player progression is determined in two ways - one is the base completing of tasks opening up the next level. The second is the player’s skillset increasing over time, allowing them to access areas of earlier levels previously more difficult or impossible to reach.
There are no current plans for a difficulty setting, however the game will get progressively difficult as the player progresses. Certain movement upgrades will be required to complete tasks and levels, but not before the player has had the opportunity to earn the upgrades and learn how to use them effectively.
The gameplay will flow progressively from level to level. The task system is designed to not only encourage replayability, but to give players additional practice at the skills they are learning in each level.
Outside of the core loop, the cookie collecting and other potential collectibles will encourage exploration beyond the main path and offering tests of skill with specific rewards.
Each level is designed to build on the player’s progressive knowledge of the game’s mechanics, with the boss being a test of the player’s expected skills to that point. Should a player desire a challenge, they can tackle bosses earlier than expected to attempt to get specific movement upgrades faster.
The limits on the player’s actions are minimal. The player starts with base levels of all their main abilities: Jumping, Double Jumping, Wall Jumping, and Dashing. The Dash and Double Jump are limited by charges, which recharge over time. Pickups will also allow charges to refill faster. The Dash and the Double Jump will share a pool of charges.
At the completion of each boss, one of the abilities will be improved. The player can also earn additional upgrades by squashing every bug in a given level. Those additional upgrades will be focused on the featured skill of that level. Some will increase the number of charges or the recharge speed or the effectiveness of pickups, while others will augment the ability itself in different ways.
The player’s health will also be limited, but not in the traditional Mario sense of 1 or two hits resulting in a death. The player will have a life meter and be able to pick up health upgrades.
The entire game universe is set inside the digital world of a computer, save for a few story scenes set in an alternate real world. This results in the level select screen looking like an email inbox, with individual client emails detailing the level’s task list and acting as status update for players completing a task.
The in-game world is somewhat limited given the task-based nature of our levels, but we’re considering ways to explore this through the story. This aspect of the game is still in the concept stage.
Physics in a 2D platformer are a vital feature, but we’re also limited by the calculation capabilities of the NES hardware and the challenges of doing complex math in 6502 Assembly. The NESMaker engine does most of the work for us in this regard, but we’ll have to fine tune things like jump height, fall speed, and dash length.
The exact way we’ll tune these elements is in progress. The current plan is to replicate Super Mario 3’s physics; however that may change based on additional research. The more floaty style of Alwa’s Awakening and the tight but forgiving jumping mechanics of both The Messenger and Celeste are under consideration as well.
Our in-game economy consists of an upgrade shop. When tasks are completed in a level, the player gets paid by their client for their work, acting as their score. Players can then spend their earnings on upgrades.
We will also be tracking player deaths in a level and provide bonuses to players who complete a level’s tasks under a specific death threshold. This represents the project being completed on-time for the client.
Player movement is limited to four directions: left and right by walking or dashing, up by jumping (which can also be in a left or right direction), and down by falling or pressing the down button of the D-pad in conjunction with a jump. A duck maneuver is being considered, but may be limited by the amount of space we have in our sprite sheet.
The player can interact with several items, enemies, and characters in the world. Items can be collected and will be tracked - both as an objective and to augment abilities. The player will interact with enemies by either jumping on them or dashing into them, depending on the type of enemy as well as the player’s preferred attack style.
Menus in the game will be limited to the level select screen and the upgrade shop.
The game will use a password system to keep potential physical copies from needing a specialized chipset and battery. There will be passwords for the completion of each of the level’s tasks.
There are no adjustable options planned at this time. The Credits screen will be available to the player from the Main Menu.
Sprite Sheets:
Tile Sets:
Audio:
Music:
The game is being built to run on NES hardware, so we’re limited by the graphics capabilities of the NES. This also means we’re limited to the NES color palette.
There is only one camera, using the standard left and right scrolling used in Super Mario 3.
The landscape or background tiles will use a more muted set of colors to differentiate them from the foreground and player-interactable elements. Each level will have a unique palette set for both the landscape and corresponding enemies to allow us to reuse assets while maintaining a sense of cohesion and uniqueness to each area.
The HUD will be largely minimal, tracking the player’s health and bug squash count, along with the current task. It will be displayed as a sprite overlay on top of gameplay in the top left corner of the screen. The aim is to be informative but minimally invasive.
The game uses the standard NES audio system due to hardware limitations.
The game’s music will largely be a mix between Daft Punk-inspired techno and the upbeat rhythms of classic Mario songs. Each boss battle will also receive its own theme.
The audio limitations of the NES work in our favor as the game is already set in a digital landscape. More electronic sounds fit within the universe, giving the game a more modern feel while staying within the technological constraints.
The sound effects will also benefit from this bonus. The beeps and boops associated with computers will fit in perfectly. Inspiration for the audio effects will come from various Windows and MacOS action sounds such as the “recycle can” audio inspiring the bug squash noise.
In this world, our hero, Iggy the Dragon, is a website mechanic with a special skill set. They have the ability to jump into the server’s digital world and literally squash the bugs that plague their client’s sites. Their business partner, Goose, stays behind in the real world to assist Iggy and prevent him from being trapped.
The main story is driven by Iggy losing normal communication with Goose at the completion of the tutorial level. Goose works on restoring the connection and Iggy’s ability to come back to the real world, suggesting that Iggy might as well get the work done since he’s already in there.
Throughout his work, Iggy encounters boss characters at the end of each level. These bosses are locked until the level’s tasks are complete. Defeating the boss reveals the next part of the story via on-screen dialogue between Iggy and Goose along with email messages Goose sends after communication fails again.
In addition to an opening scene, cutscenes will trigger at the end of each level when the boss is defeated. They will move the story along, revealing the status of Goose’s task to re-establish Iggy’s ability to come home. The game will end on a cutscene that teases a potential sequel.
If we have room on the game cartridge, we will include a bonus level where the player gets an email from a client indicating their writing software is acting up. They know Iggy doesn’t normally do that kind of work, but asks them to check it out for a bonus.
The bonus level sees the player going through what seems like a standard level, but at points that require careful platforming skill, a paperclip appears and offers help. But the paperclip is rude and passive aggressive, so Iggy tells them to leave them alone. This happens three times, with the paperclip getting increasingly rude.
At the end of the level, the paperclip reappears, visibly angry, and grows in size. The game’s secret boss is revealed. Defeating this boss triggers a cutscene and reveals the secret ending, further setting up a sequel.
Who are the main characters in the game? If you have more than one, then add a small description of all subpoints from this segment for each one of them.
Who are the main enemies? You don’t have to include all the previous subpoints for this one, just a brief description of them.
Who are the supporting characters? As with the supporting characters, you don’t have to include all main character’s subpoints, except if the enemy description plays a huge part in the overall plot of the game.
Similar to 2.8, but in this case, you’re just talking about the game world, not the game in general.
What are the most important locations in the game and how will they be relevant to the game?
Add this one for every mentioned location to tell how they will connect to the plot.
The tutorial level is presented as Iggy calibrating themselves in the digital world. It takes place when the player starts a new game. Goose guides the player via a series of dialog boxes explaining each of the standard movement abilities:
In addition to the text guides, graphics showing the button presses will act as a secondary guide to assist the player with optimal timing as regards double jumps and wall jumps.
Goose will also teach the player about Dash Charges. These charges deplete when the player uses a dash move, acting as a pseudo-stamina system. Dash Charges refill automatically over time at a set rate, but can be refilled faster using a pickup. Some platforming sections later in the game will require picking up a Dash Charge during the sequence, similar to the cooldown gems in Celeste.
To demonstrate this, the game will reduce the Dash Charges to 1 at this stage of the tutorial, leaving the player with one chance to make a dash move to a Dash Charge to complete a longer distance jump.
This level is a fairly standard platformer level (think World 1 in a Mario game). It lays the foundations for the player’s experiences and gets them used to the task system. The tasks require progressively harder platforming challenges and force the player to deviate from the A Path to the B and C Paths to reach the goal.
The theme of the level is managing resources for a server. The client’s server is running very slowly, causing users to have a bad experience and the client to lose potential customers. Tasks and platforming challenges for this level are based on server and site optimization strategies.
The boss for this area is the Resource Leech. It is a giant worm-like creature that has electricity-based attacks. The player must dodge these attacks and force the Resource Leech to feed (recharge) by placing its mouth into an exposed wire on the floor. When it is feeding, it is vulnerable to attack.
This section marks major and otherwise notable revisions to the game design.
Version 0.25 marks the base concept of the game and our starting version. The completion of the Proof of Concept will be marked with the release of a demo containing the tutorial and Level 1, including the Resource Leech boss.
Date Completed:
TBD
Version 0.5 is the first “done” pass on the overall design of the game. It concerns the initial vision for the project when it reaches the Alpha stage of release. The game is playable from start to finish.
Date Completed:
TBD
Notable changes:
Version 0.75 contains updates included for the Beta release, the first release of the game to third-party testers. Content is locked at this stage and we’re focused on fine-tuning and fixing bugs.
Date Completed:
TBD
Notable changes:
The finished version of the game. This version will be used for physical cartridges, pending bugs that are discovered after launch but prior to manufacturing.
Date Completed:
TBD
Notable changes:
Game Designer
Character Designer
Alexis Soucie
Scarlett Soucie
Concept Art
Game Logo
Character & Monster Sprites
Tiles
Desin E
Kirkari
PixelCarver
PixelCarver
Music
Matias Hein
Lead Programmer
Alexis Soucie
Producer
Lindsey Soucie
QA Tester
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