Team Tatsumaki - Weebly



Team TatsumakiRyan DickinsonMark GagelBryon HensonAmanda HerzbergJohn HomeierMichael RadderDesign DocumentTatsumakiRevised 06/23/14Table of Contents TOC \o "1-3" \h \z \u Team Tatsumaki PAGEREF _Toc388235224 \h 1Table of Contents PAGEREF _Toc388235225 \h 2Design History PAGEREF _Toc388235226 \h 3Version 1.00 PAGEREF _Toc388235227 \h 3Version 1.01 PAGEREF _Toc388235228 \h 3Version 1.02 PAGEREF _Toc388235229 \h 3Game Overview PAGEREF _Toc388235230 \h 4Philosophy PAGEREF _Toc388235231 \h 4Philosophical point #1 PAGEREF _Toc388235232 \h 4Philosophical point #2 PAGEREF _Toc388235233 \h 4Common Questions PAGEREF _Toc388235234 \h 4What is the game? PAGEREF _Toc388235235 \h 4Why create this game? PAGEREF _Toc388235236 \h 4Where does the game take place? PAGEREF _Toc388235237 \h 4What is the story? PAGEREF _Toc388235238 \h 4What is the main focus? PAGEREF _Toc388235239 \h 4How many characters/units/pieces does the player control? PAGEREF _Toc388235240 \h 5What’s different? PAGEREF _Toc388235241 \h 5Feature Set PAGEREF _Toc388235242 \h 5General Features PAGEREF _Toc388235243 \h 5Mechanics PAGEREF _Toc388235244 \h 6Movement PAGEREF _Toc388235245 \h 6The Storm Meter PAGEREF _Toc388235246 \h 6Storm Meter Reaching Maximum PAGEREF _Toc388235247 \h 6Storm Meter Reaching Zero PAGEREF _Toc388235248 \h 6Fury Mode PAGEREF _Toc388235249 \h 7Collecting Imbalances PAGEREF _Toc388235250 \h 8Destroying Obstacles PAGEREF _Toc388235251 \h 8Storm Chasers PAGEREF _Toc388235252 \h 8Weather Control Device PAGEREF _Toc388235253 \h 9Lightning Strike Power PAGEREF _Toc388235254 \h 10Winning the Game PAGEREF _Toc388235255 \h 11Losing the Game PAGEREF _Toc388235256 \h 11Rules Questions PAGEREF _Toc388235257 \h 11Concept Level Outlines PAGEREF _Toc388235258 \h 12Tutorial Level PAGEREF _Toc388235259 \h 12Level One (Rural Area) PAGEREF _Toc388235260 \h 13Level Two (Suburb Area) PAGEREF _Toc388235261 \h 14Level Three (City Area) PAGEREF _Toc388235262 \h 15Design HistoryVersion 1.00This is the rough draft Game Design Document. Version 1.0 includes getting the initial vision and game details from the focus worksheet into this living document. The focus for this first stage involves creation of the Game Overview as well as components of the Feature Set. Feedback from Version 1.00 will result in additional iterations and corrections/updates.Additions to the GDD include:Cover PageFirst Pass Game Overview SectionPhilosophiesCommon Questions and AnswersFeature Set SectionGeneral FeaturesComprehensive Mechanics ListMovementStorm MeterFury ModeCollecting ImbalancesDestroying ObstaclesStorm ChasersWeather Control DevicesLightning Strike PowerHow to WinHow to LoseFAQLevel Mock UpTutorialLevel 1Version 1.01Updated the Level Blueprints with redone draw ups. Version 1.02Updated fury mode section to list 60 seconds instead of 30 seconds.Updated collecting imbalances section.Updated the storm chaser section with new mechanics.Updated destroying objects section to include levels of damage.Updated lightning strike section to indicate duration and the new mechanics.Version 1.02Updated fury mode section with ability to stay in mode longer if collecting imbalances while in fury mode.Update lightning strike to include a particle effect to animate ability.Updated weather control device to have a delay trigger so player doesn’t go in and out of effect.Noted on destroying objects that we may change damage caused.Corrected the team name on the document to say Tatsumaki.Updated collecting imbalances to include making them more visible.Updated storm chasers to list that they should repeat matinee sequence.Version 1.03Sound was added to give the game life.Fury Mode duration decreased to entice smarter play.Weather Control Devices had their size increased for better visuals are more compelling gameplay.Pop up tutorials added to level 1 to help players pick up and play the game.Game OverviewPhilosophyPhilosophical point #1The fundamental goal of Tatsumaki is to bridge the gap between an arcade style destruction game and a tornado simulator. The core mechanics guide the player to a better understanding of what drives a tornado, and help them realize that it is not the tornado’s plan to destroy the creations of man. The design will in part reward, and in part punish the player for destroying towns and cities, therefore instilling a sense of nature’s impartial fury.Philosophical point #2While the focus is on furthering the player’s understanding of tornados, Tatsumaki is still a fun game to play, with its own win conditions, obstacles, resource management, and even antagonists. Common QuestionsWhat is the game?The game of Tatsumaki is a blend between a tornado simulation and an arcade destruction game. This allows us to sneakily teach players about tornados while presenting them with a fun gameplay with deep mechanics. The game challenges players with on the spot resource management decisions about multiple different resources. Tatsumaki should inspire deeper thought and impart an understanding of what it might be like to be a tornado.Why create this game? This game allows us to satisfy the ‘fun factor’ that gamers desire, while still imparting knowledge about one of nature’s deadliest marvels. We wanted to capture the power of a tornado without painting them as the ‘bad guy’. After all, it is not the tornado’s fault that humans built their cities in our way.Where does the game take place?The game takes place __________, __________, and ___________. What is the story?The story of our game, Tatsumaki, is one not of destruction, but rather mending. The tornado is nature’s way of correcting imbalances of hot and cold fronts existing in the same region. Therefore, the player is tasked with finding and correcting the imbalance by destroying anything that gets in his/her way.What is the main focus?The main focus of the game is to rebalance the atmosphere, and to stay alive long enough to do it. Players will have to reach every atmospheric disturbance (Imbalances) with enough storm power to continue to the next imbalance, and while making it strategically challenging for the player.How many characters/units/pieces does the player control?The player only has control of his tornado, and never gains or loses control of anything.What’s different?While being a large and powerful force that is destroying a city may sound like another giant monster game, we are striving to force the player to see the world as a tornado would. The player will see destruction as a mild negative, but still get to enjoy all the fun of watching a city be torn to pieces.Feature SetGeneral FeaturesStrategy – Players will have to formulate strategies to effectively play the game.Resource management – Players will have to effectively manage their resources in order to thrive and survive.Risk Assessment – The players will be forced to take calculated risks in order to succeed.1 player play.Education – The players will learn about the nature of tornados and the part they play in maintaining the balance in our atmosphere.MechanicsMovementW - Move forwardA – Move leftS – Move backwardD – Move rightSpacebar – Lightning StrikeMouse Wheel – Zoom CameraThe Storm MeterThe storm meter is the main resource in the game. Part of being a successful tornado is fixing the atmosphere without being dispersed. Running over too many buildings and trees will disrupt your wind speed and cause you to die. Correcting imbalances increased your storm meter, but your storm meter decreases over time.Storm Meter Reaching MaximumBuilding up your storm meter to maximum is both difficult and rewarding. Upon reaching maximum fury points, the tornado immediately enters fury mode for 60 seconds.Storm Meter Reaching ZeroUpon reaching an empty storm meter, the tornado disperses and the game is over. Fury ModeOnce entering Fury mode the player is invincible for the duration of the fury mode but once deactivated the players storm meter drops drastically. Additionally, the tornado grows to a much larger size and its effective range is greatly increased. This power should be used wisely to get through high density obstacles. Lasts for 60 seconds.Have continued fury mode when collecting imbalance while in fury mode.Collecting ImbalancesWhen the tornado touches an “imbalance” (Hot or cold air pockets) the tornado’s storm meter is increased. When all the imbalances are collected on the level, the player has beaten that level and can move on to the next level.Have imbalances visible so player can see what path they should take to collect next imbalance.Destroying ObstaclesWhen the tornado hits any obstacle it slowly loses some of its storm meter as the object is destroyed.Four levels of damage based on the size of the object.1 damage to storm meter.3 damage to storm meter.5 damage to storm meter.10 damage to storm meter.Evaluating changing the damage to the storm meter.Storm ChasersAre vehicles that follow a predetermined path and if the tornado is normal size the tornado’s storm meter will take damage and the storm chaser would be unharmed and continue on its path. If the tornado is in fury mode or if the player uses a lightning strike and comes in contact with the storm chasers then the tornado will still take damage to the storm meter, but will destroy the storm chaser.Have storm chasers run on matinee sequences.Have them repeat their sequences.Weather Control DeviceWhen the tornado enters the area that the weather control device the tornado’s controls get reversed.Be triggered by a trigger event.Have slight delay before activated so can jump in and out of the effect.Lightning Strike PowerLightning pulse puts the tornado into fury mode for half a second. Spacebar used to activate Lightning Strike.Tornado increases to same size as fury mode.Immune to taking damage while activated.Start with 3 pulses and can have no more than 5 at a time.Lasts for half a second.Use a particle effect for the animation.Winning the GameVictory is achieved once all the atmospheric disturbances (Imbalances) have been swallowed up by the tornado. Naturally, some of these disturbances will be guarded by buildings or storm chasers, therefore the player will have to survive them to reach and cleanse the disturbance. Losing the GameWhen the storm meter reaches zero, the player loses the power to continue, and the game is over. Players can get more storm power by cleansing atmospheric disturbances, but lose power whenever they are disrupted by destroyed debris or storm chasers attack them. Rules QuestionsQ: How much damage do you take when destroying an obstacle?A: Damage is different depending on the obstacle destroyed. Generally, the larger the obstacle, the more damage taken. Q: How fast does my storm meter increases?A: The meter only increases upon collecting an Imbalance. Q: How long will it take for me to earn fury mode?A: This is different every time. The faster you correct Imbalances, the faster you reach Fury Mode.Q: What happens if I hit a storm chaser?A: Hitting a storm chaser is the most damaging obstacle to hit. They remove almost 1/3 of your storm bar.Q: How long will the lightning pulse last?A: Lighting pulse destroys everything in the vicinity, but only lasts half a second. Q: Do I have to travel on a set path?A: You are free to move around the map in any direction you choose.Q: How much of a benefit is it for my tornado to cleanse the Imbalances?A: Cleansing the Imbalances is an essential role of any tornado, so you too must do this. Also, cleansing the Imbalances is the main goal of the game, the only way to advance to the next level, and the only way to increase your storm meter.Q: If I die, where do I restart?A: At the beginning of the current level you are on.Concept Level OutlinesTutorial LevelLevel One (Rural Area)Level Two (Suburb Area)Level Three (City Area) ................
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