GDD.png

Copyright 2018 by Shawna Mills (Soda Monkey Ent. LLC)

info@sodamonkeyent.com

Boomtagx.com

[Burbank, CA]
p. [6463611696]

Game Design Document

Detailed outline of the Technical Design of BoomTagx

Table of Contents

Index

Index

Summary

Gameplay

Mindset

Highlights

Input

System Design

Player Profile

Overview

Requirements

Movement

Overview

Requirements

Camera

Overview

Requirements

Combat

Overview

Example Weapon Description for Hammer in Sine Aura

Requirements

Sound Wave Counter System

Overview

Requirements

Collectible Item System

Overview

Collectible Item Definitions

Requirements

Weapon System

Overview

Requirements

Combo System

Overview

Requirements

Sound Byte System

Overview

Requirements

Monster Track System

Overview

Requirements

Audio Puzzles

Overview

Requirements

Enemy Placement and Spawning

Overview

Requirements

Achievements

Overview

Requirements

Object Hierarchy / Components

Level Design

Sorting Layers

Levels

Pathfinding

Boom

Enemy

Collision

Baking

Visual Design

Color Palette

Stylistic Attributes / Elements

Effects

Music / Sound Design

Sound Palette / Instrumentation

Stylistic Attributes / Elements

Effects

Required Assets

Visual

Audio

Schedule

Game Overview


Summary

An action/adventure RPG where you play as Boom, a boombox boy who collects things called Sound Bytes. Using the music and sound as a weapon, you battle your way across the map while battling other sound users.

Gameplay

The goal is to travel to all of the Islands, collect ice cream bars, solve puzzles to collect Sound Bytes to unlock special attacks, and defeat your enemies to save the world. With four different main attack forms, the player must use the appropriate weapon to better combat oncoming enemies.

Mindset

The player should take their time and explore the environment, during the journeys there should be a feel of wonder and serene charm, but during battles and matches, the stress factor should rise, become fast paced and exciting. Epic feelings arise that are both devastating and stylishly badass. The player should feel like the world is expanding with endless opportunities to interact and find new things. The player should feel like they are discovering a world of music.

Highlights

Input

Action

Current PC

PC Keybinding

Controller
XBox One

Controller
PS4

Movement (up, down, left, right, and combinations)

Left Click

Arrow Keys

Left Analog Stick

Left Analog Stick

Change Weapon

Space Key

LB, RB

LB, RB

Attack

1, 2, 3, 4

X,Y,B,A

 X. Square, Triangle, Circle

Stand in Place

Shift

LT

LT

AOE Attack

Shift + Spacebar

RT + LT + X,Y,B,A

RT + LT X. Square, Triangle, Circle

Parry/Block

Shift + Attack

LT + X,Y,B,A

LT + X. Square, Triangle, Circle

MonsterTrack

1,1,2,3

1,4,4,2

2,2,4,4

2,4,2,4

3,4,2,2

3,1,1,1

4,4,4,1

4,3,4,3

X,X,Y,B

X,A,A,Y

Y,Y,B,B

Y,A,Y,A

B,A,Y,Y

B,X,X,X

A,A,A,X

A,B,A,B

Sq,Sq,T,C

Sq,X,X, T

T,T,C,C

T,X,T, X

C,X,T, T

C,Sq,Sq,Sq,

X,X,X,Sq

X,C,A,C

Sine Aura

1

X

Square

Square Aura

2

Y

Triangle

Triangle Aura

3

B

Circle

Sawtooth Aura

4

A

X

Options Menu

Esc

Menue

Start

Character Menu

C

Address Bar

Select

System Design

Player Profile

Overview

A player has a persistent player profile that is created when the player starts a new game. This profile contains all of the information the player would need to resume their game upon a subsequent session. Upon reaching certain checkpoints or key events, the player’s profile is saved automatically for them. A player can save their progress at any time, but will appear in a subsequent session only at the last checkpoint they reached.

Requirements

Persistent Property

Group

Notes

Weapon

Items

Sound Byte

Items

Monster Track

Items

Weapon

Equipped

Monster Track

Equipped

Level Id

Level

Both this and checkpoint id will be required to reconstitute which level the player should be placed in and where in that level.

Checkpoint Id

Level

Language

Global Setting

Keybindings

Global Setting

Master Sound Volume Level

Audio

Sound Effect Volume Level

Audio

Music Volume Level

Audio

Movement

Overview

The overall movement of all entities including Boom, NPCs, and enemies will be a combination of 8 Directional and Pathfinding.

Requirements

Camera

Overview

On game play, During gameplay, the camera movement will take on subtle changes reflecting on the Player’s movements and interactions. Boom will always be center present, with exception of cutscenes and mini puzzle games. The camera will shake during combos and some plot triggers.

Requirements

Combat

Overview

Entities including Boom, NPCs, and enemies are capable of initiating attacks against other entities that reduce their health. When an entity's health is reduced to zero from 100, that entity dies and is destroyed.  Hammer equipped increases range of attack.

BoomSprites2.gifBoomSprites2.gif

Weapon Description for Stuns (Ice Cream and Soda Throws)

Ice Cream/ Soda Cans Throws

Description

Force

0 - stun effect

Cooldown

0 seconds

Range/Distance

10 degrees in 1 direction

Area of Effect

5 units in one direction of player

Arc

 90 degrees

Weapon Description for Melee

Sine Aura

Description

Force

50 - 80 - 100 pts

Cooldown

0 seconds

Range/Distance

30 degrees in all directions

Area of Effect

5 units in one direction of player

Arc

0 degrees

Square Aura

Description

Force

50 - 80 - 100 pts

Cooldown

0 seconds

Range/Distance

30 degrees in all directions

Area of Effect

0

Arc

0

Triangle Aura

Description

Force

50 - 80 - 100 pts

Cooldown

0 seconds

Range/Distance

(360) degrees in all directions

Area of Effect

5 units in all 8 directions

Arc

0

Sawtooth Aura

Description

Force

50 - 80 - 100 pts

Cooldown

.5 seconds

Range/Distance

1 direction

Area of Effect

5 units in 1 direction

Arc

0

Weapon Description for Hammer

Sine Aura

Description

Force

50 - 80 - 100 pts

Cooldown

1.5 seconds

Range/Distance

5 units from boom

Area of Effect

180 degrees in facing direction left or right

Arc

Starts 90 degrees above Boom and follows 180 degrees to -90 directly below boom

Square Aura

Description

Force

50 - 80 - 100 pts

Cooldown

1.5 seconds

Range/Distance

180 degrees in facing direction left or right

Area of Effect

5 units from boom

Arc

Starts 90 degrees above Boom and follows 180 degrees to -90 directly below boom

Triangle Aura

Description

Force

50 - 80 - 100 pts

Cooldown

1.5 seconds

Range/Distance

180 degrees in facing direction left or right

Area of Effect

5 units from boom

Arc

Starts 90 degrees above Boom and follows 180 degrees to -90 directly below boom

Sawtooth Aura

Description

Force

50 - 80 - 100 pts

Cooldown

1.5 seconds

Range/Distance

180 degrees in facing direction left or right

Area of Effect

5 units from boom

Arc

Starts 90 degrees above Boom and follows 180 degrees to -90 directly below boom

Screen Shot 2017-10-21 at 9.39.25 PM.png

Requirements

Sound Wave Counter System

Overview

Sound waves are a distinct enumerated type of Sine, Sawtooth, Triangle, and Square. These four types form a rock-paper-scissors mechanic where one type is always more effective against another. Sound rings circle enemies, indicating what sound wave and power level to expect.

SoundWheel.jpg

Enemy Attacks

(SWRing)

Boom Parry & Attack

Sine: 100 ptsSoundRingSine.gif

Sine:

-50 pts

Enemy: 50 pts

Square:

-100 pts

Enemy: 0 pts

Triangle:

-80 pts

Enemy: 20 pts

Sawtooth:

-80 pts

Enemy: 20 pts

Square: 100 ptsSquare.png

Sine:

-80 pts

Enemy: 20 pts

Square:

-50 pts

Enemy: 50 pts

Triangle:

-100 pts

Enemy: 0 pts

Sawtooth:

-80 pts

Enemy: 20 pts

Triangle: 100 ptsSoundRingTri.gif

Sine:

-80 pts

Enemy: 20 pts

Square:

-80 pts

Enemy: 20 pts

Triangle:

-50 pts

Enemy: 50 pts

Sawtooth:

-100 pts

Enemy: 0 pts

Sawtooth: 100 ptsSaw.gif

Sine:

-100 pts

Enemy: 0 pts

Square:

-80 pts

Enemy: 20 pts

Triangle:

-80 pts

Enemy: 20 pts

Sawtooth:

-50 pts

Enemy: 50 pts

Requirements

Collectible Item System

Overview

There are unique objects that Boom can collect in the world, or are given to him. Some objects are given or rewarded directly to the player from a boss, NPC, or containers in the level. Some objects that are collected by a player can be collected only once, while others can be collected multiple times throughout the game in different locations. Item collection is a persistent player property which persists through multiple sessions.

Collectible Item Definitions

Item Group

Item Type

Quantity

Notes

Sound Wave Byte

Sine

25

Not in inventory

Sound Wave Byte

Sawtooth

25

Not in inventory

Sound Wave Byte

Square

25

Not in inventory

Sound Wave Byte

Triangle

25

Not in inventory

Monster Track

DJ Red Devil

1

Not in inventory

Monster Track

DJ Yellow Angel

1

Not in inventory

Monster Track

DJ Jade Shaman

1

Not in inventory

Monster Track

DJ Orange Zeus

1

Not in inventory

Monster Track

DJ Gold Tiger

1

Not in inventory

Monster Track

DJ Silver Dragon

1

Not in inventory

Monster Track

DJ Dark God

1

Not in inventory

Weapon

Melee

1

In inventory

Weapon

Hammer

1

In inventory

Weapon

Soda Can

100

In inventory

Weapon

Ice Cream

100

In inventory

Weapon

TBD

1

Requirements

Weapon System

Overview

Boom has zero to four weapons that he can switch out at any time. Each weapon has a specific range at which the force and effect takes place.

BTXGAME-icons3.gifMusic.gifIC.gifmelee.gif

Requirements

Combo System

Combo.png

Overview

When Boom makes two or more successive attacks against an enemy within a specific timeframe and each attack has the correct sound wave counter for that enemy, a combo has occurred. This can occur proactively as part of a player initiated attack or as part of a parry leading into an attack (the parry in this case counts as the first part of the combo). A completed combo increases the value of a special bar, which when filled allows Boom to execute a Monster Track special attack. Players can also just perform a combination of hits.

Requirements

Sound Byte System

3.png                  4.png                   1.png                2.png

Overview

A sound byte is an item that a player collects that unlocks and strengthens their sound wave auras and attacks. They can be obtained only through interactions with NPCs and in-game purchased alternatives, such as sharing the game through social media. Each sound wave type has corresponding sound bytes, which have a finite number in the game and, once collected, are persistent. The first sound byte collected unlocks its related sound wave aura for use; every sound byte collected afterwards strengthens the attacks and moves made in that aura, both literally and visually.

Requirements

Monster Track System

MT4.pngMT2.pngMT3.pngMT3.png

Overview

A Monster Track is an item that Boom collects and can equip, one at a time.  Once the player has collected appropriate sound bytes to complete a combo, the player must be able to input a combination in order to activate the Monster Track special attack sequences. Monster Tracks can only be triggered once the power bar is full. See Combo System.

HP.gif

Requirements

Ice Cream System

Cooler1.pngCooler2.png

Overview

Coolers like the ones above, are located on each Island. Players can only access ice cream once they open them in the beginning of the level. Once the coolers are opened, collectable ice cream bars will spawn through the rest of the level.

Requirements

Audio Puzzles & Mini Games

Overview

Puzzle games are constructed to their own formulas. They will be audio/music themed versions of games we already know, such as, Flappy Bird, Candy Crush, and others. These will be the parts of the general game where players will have the chance to get through the puzzles to win a new Sound Byte or take the alt option of sharing the game through online social media.

Requirements

Enemy Placement and Spawning

EnemiesCluster.pngnewenemy1.png                

Overview

Enemies spawn up once the player enters a section of the map.

Requirements

NPC Placement

EnemiesCluster.png

Overview

What to expect from NPC (non enemy types) in the game. NPCs are characters crucial to the plot development or the advancement of the play to obtain new items or unlockables. They may also be non interactive NPCs, such as the NPC crowds which will be treated as indestructible unanchored objects meshed with a physics prefab. NPCs will follow an animated pattern that can be interrupted by player interaction and objects obscuring their paths.  

Requirements

Screen Shot 2017-10-21 at 9.36.49 PM.png

NPC Dialogue System

Overview

NPCs introduce the player to the Audio Puzzles and Mini Games. Dialogue text saved on file will run once the player and NPC collision meet and input actions. On dialogue panel opening, the game pauses and text will begin to scroll. When the final line is reached, player input unpauses game and closes the dialogue window.  

Requirements

Sound Wave Switches

doorswitch.png

Overview

Certain doors are locked until prompted to open by activating a switch. Some switches require you to use a specific sound wave type on them in order to turn them on or off. Switches can be in a few different modes.

Requirements

Destructible Objects

potblue.pngStoneBox.pngFruitBox.pngtrashcan.png

Overview

Certain objects that are collidable are also destructible and can be destroyed by the player. Once this occurs the object is visually destroyed and will no longer be collidable by the player.

Requirements

Achievements

Overview

Certain goals that are met, obtained, solved or beaten. They are the main force moving the plot. Once a goal has been achieved, players gain access to unlockable content and progress.

Requirements

Object Hierarchy / Components

Level Design

Overview

The levels of BoomTagX are comprised heavily of orthographic tiles on a grid; these compose the background, static layers whilst any other environmental objects that Boom can maneuver around, such as props or minor environmental features as well as items and other entities, are set as a dynamic environment layer. 

Sorting Layers

Sorting Layer

Order (Back to Front)

Applies to...

Static Environment

-2

Non-moving environment objects that are always behind the player.

Dynamic Environment

-1

Environment that can appear in front of the player, the player and all other entities and items.

Levels

There are 3 worlds per full game. There are 3 levels to each world. Each level is comprised of 3 districts/stages. Our vertical slice will only feature 1 district, not featured in the final game.

Level Maps

The maps displaying the levels of each world. They are simple and will allow players to choose their next stage. Each level is an island, and as the player progresses the levels will unlock.

Map.png

Pathfinding

Boom

Boom’s pathfinding will be simple directional based on the position the player has clicked on and that position’s direction from the player. I do not feel at this time that more complex pathfinding is necessary for the player in the context of an action game and gives more things to do for the player to maneuver Boom around than it would if Boom were to be pathing around the environment.

NPC
NPC pathfinding will be very simple pattern based with no larger hierarchal or lookup structure. At the point where we believe we need a more complex structure the existing level setup can facilitate supporting more complex structures.

Enemy

For now, the enemy pathfinding will be very simple seeker/flocker based with no larger hierarchal or lookup structure. At the point where we believe we need a more complex structure the existing level setup can facilitate supporting more complex structures.

An exception to this might be enemies with ranged attacks who would use a lookup table of angle/speed to determine where to aim their attack.

Collision

My initial plan is for each static environment tile to build specific colliders for each one in photoshop that would represent the bounds the player would be able to traverse off of that tile. For example, for a vertical ramp the player would climb up, there would be colliders present on the sides of the ramp to prevent the player from walking directly off or on from the sides.

Together, these environmental tiles would be set up as prefabs in the Unity project where anyone building a level would be able to just drag and drop tiles into the scene and with the level editor tools grid and snapping would be able to set up a consistent, working scene.

Baking

To improve performance and keep a consistent framerate, I will be researching and setting up a baking process whereby visual and collider meshes will be combined/simplified in order to reduce the number of draw calls and Game Objects.

Demo


Demo Level Design

Visual Design

Screen Shot 2017-10-21 at 9.37.20 PM.pngScreen Shot 2017-10-21 at 9.38.37 PM.png

Color Palette

The environment will be lush in color, but mildly muted so as to not clash with the color of the playable character. Splashes of complimentary colors are common in the more dark and grey environments.  Environment and Enemy color themes can be any color except hot pink (Boom’s color). How will they be applied to the game objects (outlines, base tones, shading, etc.)? Solid thick outlines for the foreground objects. Assets have slightly thickened outlines.

Stylistic Attributes / Elements

Urban Fantasy. Graffiti is incorporated onto any surface and asset. A fusion of graffiti, nature, and old school audio equipment make up the urban, metropolitan, and natural landscapes. Set in a urban modern/pop art style. Depending on the level, the theme goes from:

All levels are separated into districts. District styles are formularized in this order:

Effects

        There is a color tint around the edges of the frame, making the environment surrounding the player somewhat out of focus. During combat, paint splatter effects on successful combo hits, the camera will shake and everything except for the player and the enemies will turn white. When Boom uses a sound attack, graphic words splash across the screen in the direction of the attack. Upon Monster Track trigger, the camera zooms in before cutting to the cutscene.

SINE

SQUARE

TRIANGLE

SAWTOOTH

sine.png

SQ_Blast.png

Tri_Blast.png

saw.png

Music / Sound Design

Sound Palette / Instrumentation

This section is still being determined. Decisions better spitballed out with Audio Engineers.

What are you going for on the instrumentation? Dark, bassy tones? Happy, high-pitched tones? Suspenseful, low percussion? Full-range percussion? Even electronically synthesized instruments can use a well-grounded basis - what real instruments do you want to base your palette on? Where is the emphasis, which instrument will carry the focus? Is there an existing song or two you want to draw from?

Stylistic Attributes / Elements

Main Theme Song:

Level 1 Score:

Level 2 Score:

Level 3 Score:

Enemy Score:

Boss 1 Track:

Boss 2 Track:

Boss 3 Track:

Monster Track1:

Monster Track2:

Monster Track3:

Monster Track4:

Monster Track5:

Monster Track6:

Monster Track7:

Monster Track8:

Any particular musical/auditory motifs (signature phrases/effects) you’re planning to incorporate? Does the game have a specific “theme” you want to reuse throughout the game? Are there any dynamic effects you plan to use? Distortion, filters, reverbs, etc. Any specific influences you want to incorporate? Celtic, chants, indigenous instrumentation? Are there any musical tendencies you can tap into - e.g. modal music, scales? Is there an existing song or two you want to draw from?

Effects

This may be a simple reiteration of the effects listed in the previous section. What post-processing techniques are you going to need? Cross-fading? Reverberation? Filters?

Other Notes


additional notes, logs, etc.

GDD.png

Copyright 2017 by Shawna Mills (Soda Monkey Ent. LLC)

info@sodamonkeyent.com

Boomtagx.com

[Burbank, CA]
p. [6463611696]