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Squidiverse design document

Date post: 22-Nov-2014
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‘Squidiverse’ Design Document Story Idea When King Crab kidnaps a young Squid’s father he must go on a quest to rescue his father from the villain. On his quest he must overcome many enemies, obstacles, and puzzles, finding clues to locate his father. Setting The game will take place in a strange universe that crosses outer space scifi, with underwater themes; squid will travel across the many different worlds. These worlds include Squids aquatic home planet, a chalk pit world, and a volcanic final planet. Every planet is different to the last, and to emphasise this we’re having different gravity on each planet to mix it up a bit and stop it from getting boring. Visual Design The game style we are going for is an 8 bit game design; all elements in the game will be in this style, including the music. The visuals will have a fun and playful look, stylised and cartoonish with bright colours. Genre Adventure Platformer – side scrolling; we chose this theme as it goes well with the 8bit style that we want. Character Design The character design is based on sea creatures, like Squids and sharks and crabs, but will be developed into weirder and more scifi characters. Some creatures will be made robotic like the AstroShark, and others will have a more humanoid form like King Crab. Basically the theme is that it’s underwater, but in space. Levels All the levels will have their own unique style, the gravity for each level will be different, making the player have to adapt to the new way of getting around, the first level is the water level and will consist of water and platforms for the player to walk on, the player cannot go into the water. The chalk level is full of construction equipment and the player must both avoid this and use it to their advantage, the next level is the space level and the player will be floating around with no gravity and must avoid flying pieces of broken spaceship, the final level is the fire level consisting of lava and volcano’s, the player must watch out for the lava. In order to progress to the next level the player must locate all of the clues in that level, to implement this idea at first we’re going to have a really easy clue to find, then after that they’ll get harder, this makes it easier for the player to understand the way to progress through the levels. Gameplay Mechanics The player navigates mainly by moving left and right and jumping. Jumping is the main mechanic, this being how Squid will overcome most obstacles. Squid can also throw rocks as an attack. The rockthrowing mechanic will be used not only to fight enemies, but to solve puzzles e.g. being used to push buttons to activate events, or destroy certain platforms. Challenges The challenge for each level will be to locate the clues, which are scattered throughout the map. The player must fight the oncoming enemies with rocks, for the different bosses Squid will have to use different techniques to fight his opponents, for example using the environment around him to crush his enemies.
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Page 1: Squidiverse design document

‘Squidiverse’  Design  Document    Story  Idea  When  King  Crab  kidnaps  a  young  Squid’s  father  he  must  go  on  a  quest  to  rescue  his  father  from  the  villain.  On  his  quest  he  must  overcome  many  enemies,  obstacles,  and  puzzles,  finding  clues  to  locate  his  father.    Setting  The  game  will  take  place  in  a  strange  universe  that  crosses  outer  space  sci-­‐fi,  with  underwater  themes;  squid  will  travel  across  the  many  different  worlds.  These  worlds  include  Squids  aquatic  home  planet,  a  chalk  pit  world,  and  a  volcanic  final  planet.  Every  planet  is  different  to  the  last,  and  to  emphasise  this  we’re  having  different  gravity  on  each  planet  to  mix  it  up  a  bit  and  stop  it  from  getting  boring.    Visual  Design  The  game  style  we  are  going  for  is  an  8  bit  game  design;  all  elements  in  the  game  will  be  in  this  style,  including  the  music.  The  visuals  will  have  a  fun  and  playful  look,  stylised  and  cartoonish  with  bright  colours.    Genre  Adventure  Platformer  –  side  scrolling;  we  chose  this  theme  as  it  goes  well  with  the  8-­‐bit  style  that  we  want.    Character  Design  The  character  design  is  based  on  sea  creatures,  like  Squids  and  sharks  and  crabs,  but  will  be  developed  into  weirder  and  more  sci-­‐fi  characters.  Some  creatures  will  be  made  robotic  like  the  Astro-­‐Shark,  and  others  will  have  a  more  humanoid  form  like  King  Crab.  Basically  the  theme  is  that  it’s  underwater,  but  in  space.    Levels  All  the  levels  will  have  their  own  unique  style,  the  gravity  for  each  level  will  be  different,  making  the  player  have  to  adapt  to  the  new  way  of  getting  around,  the  first  level  is  the  water  level  and  will  consist  of  water  and  platforms  for  the  player  to  walk  on,  the  player  cannot  go  into  the  water.  The  chalk  level  is  full  of  construction  equipment  and  the  player  must  both  avoid  this  and  use  it  to  their  advantage,  the  next  level  is  the  space  level  and  the  player  will  be  floating  around  with  no  gravity  and  must  avoid  flying  pieces  of  broken  spaceship,  the  final  level  is  the  fire  level  consisting  of  lava  and  volcano’s,  the  player  must  watch  out  for  the  lava.  In  order  to  progress  to  the  next  level  the  player  must  locate  all  of  the  clues  in  that  level,  to  implement  this  idea  at  first  we’re  going  to  have  a  really  easy  clue  to  find,  then  after  that  they’ll  get  harder,  this  makes  it  easier  for  the  player  to  understand  the  way  to  progress  through  the  levels.    Gameplay  Mechanics  The  player  navigates  mainly  by  moving  left  and  right  and  jumping.  Jumping  is  the  main  mechanic,  this  being  how  Squid  will  overcome  most  obstacles.  Squid  can  also  throw  rocks  as  an  attack.  The  rock-­‐throwing  mechanic  will  be  used  not  only  to  fight  enemies,  but  to  solve  puzzles  e.g.  being  used  to  push  buttons  to  activate  events,  or  destroy  certain  platforms.    Challenges  The  challenge  for  each  level  will  be  to  locate  the  clues,  which  are  scattered  throughout  the  map.  The  player  must  fight  the  oncoming  enemies  with  rocks,  for  the  different  bosses  Squid  will  have  to  use  different  techniques  to  fight  his  opponents,  for  example  using  the  environment  around  him  to  crush  his  enemies.  

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