Copyright 2018 by Shawna Mills (Soda Monkey Ent. LLC)
info@sodamonkeyent.com
Boomtagx.com
[Burbank, CA]
p. [6463611696]
Detailed outline of the Technical Design of BoomTagx
Example Weapon Description for Hammer in Sine Aura
Stylistic Attributes / Elements
Sound Palette / Instrumentation
Stylistic Attributes / Elements
Game Overview
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.
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.
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
Action | Current PC | PC Keybinding | Controller | Controller |
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 |
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.
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 |
The overall movement of all entities including Boom, NPCs, and enemies will be a combination of 8 Directional and Pathfinding.
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.
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.
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 |
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 |
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 |
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.
Enemy Attacks (SWRing) | Boom Parry & Attack | |||
Sine: 100 pts | 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 pts | 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 pts | 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 pts | Sine: -100 pts Enemy: 0 pts | Square: -80 pts Enemy: 20 pts | Triangle: -80 pts Enemy: 20 pts | Sawtooth: -50 pts Enemy: 50 pts |
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.
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 |
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.
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.
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.
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.
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.
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.
Enemies spawn up once the player enters a section of the map.
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.
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.
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.
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.
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.
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 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. |
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.
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.
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.
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.
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.
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 Level Design
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.
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:
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 |
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?
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?
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.
Copyright 2017 by Shawna Mills (Soda Monkey Ent. LLC)
info@sodamonkeyent.com
Boomtagx.com
[Burbank, CA]
p. [6463611696]