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Page 1: Game Design Documentation - Singapore-MIT GAMBIT …gambit.mit.edu/updates/Pierre_GDD.pdf · Version 1.0 is the creation of this game design documentation (GDD). The basic framework

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Pierre:InsanityInspired

GameDesignDocumentationVersion4.3

agameproductionby

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TablesofContent

DESIGNHISTORY 6

Version1.0 6

Version1.1 6

Version1.2 6

Version1.3 6

Version1.4 6

Version1.5 6

Version2.0 7

Version2.1 7

Version2.2 7

Version2.3 7

Version2.4 7

Version2.5 7

Version2.6 8

Version2.7 8

Version2.8 8

Version2.9 8

Version3.0 8

Version3.1 9

Version3.2 9

Version3.3 9

Version3.4 9

Version3.5 9

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Version3.6 9

Version3.7 10

Version3.8 10

Version3.9 10

Version4.0 10

Version4.1 10

Version4.2 10

GAMEOVERVIEW 12

Introduction 12

Genre 12

Features 12

Platform 13

IntendedAudience 13

SoundConsideration 13

STORY 14

Outline 14

StorySynopsis 14

CutscenescreensOpeningScreens 15

COREGAMEMECHANICS 17

Camera 17

SinglePlayer 17

GeneralMovement 17

ControlSummary 18

InitialSetUp 18

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CountdownbeforeStageStarts 18

RotatingWheel 19

MovingtheCharacterAnti‐clockwise(Left) 19

MovingtheCharacterClockwise(Right) 19

Jumping 19

Health 19

Low/CriticalHealth 20

TemporaryInvincibility 20

FallingObjectsandtypes 20

BeingHitbySpikyBalls 20

RoarObjects 20

Objects’FrictionandDistanceMoved 21

CollectionofArtPieces 21

CollectingWrongArtPieces 22

ComboandChainingSystemofCollectingArtPieces 22

RateandPositionofFallingDangerousObjects 23

FallingofObjectsontotheWheel 24

DisappearingofObjectsfromtheWheel 24

TimerofObjects(TimetoLive)&RoaringFactor 24

DodgingDangerousObjects 24

PatternFallingObjects 25

Non‐GravityObjects 25

StageProgression 25

ProgressionofNumberofArtPiecestoCollect 25

ScoringSystem 26

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GradingSystem 26

FailureStatesTrigger 27

FailureCommunicationTriggers 28

Win/LoseScreenStatistics 28

InterfaceFlowchart 29

In‐GameElements 31

CHARACTERS 33

PierretheCat 33

Audré 34

OBJECTS 35

ArtPieces 36

Hostile/DangerousObjects(SpikyBall) 36

STAGE 37

Overview 37

SequentialFallingObjects’Patterns 37

PatternsinStages 39

StageAttributesTable 40

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DESIGN HISTORY

Version1.0

June15,2009

Version1.0isthecreationofthisgamedesigndocumentation(GDD).Thebasicframeworkofthedocumentationiscreatedsothatmoreinformationcanbeincludedmoreefficiently,witheachsectionlabeled.Thecontentpageiscreatedaswell.

Version1.1

June17,2009

Version1.1istheupdatedversionofthedesigndocumentwiththefollowingsegmentsfilledin:theGameOverview,theStoryandtheCoreGameMechanics.Anewsegmentisaddedin;theCoreGameSequencewhichoutlinesthetypicalflowofthegamesothatvisualizationiseasier.Basicattributesare

addedtoserveasaroughguideline.

Version1.2June18,2009

Version1.2includestheupdatesofsomeofthecoregamemechanicsaswellasintheinclusionoftheinterfaceflowchart.Thestoryandgameoverviewisalsoupdated.

Version1.3

June19,2009Version1.3containstheupdatedAppendixwiththepre‐conceptionandconceptionartworks.TheCharactersectionisalsofilledinwithdescriptionsandtheconceptart.MinorupdatestotheCoreGame

Mechanics.

Version1.4June22,2009

Version1.4includestheupdatedversionoftheCoreGameMechanicswithsomeminoramendmentsmade,aswellastheupdateofthe“Objectslist”withtheattributesoftheobjectsstated.The“World”sectionisremovedforthetimebeingduetoitscurrentinsignificanceinthedocumentation,asthe

issuesareaddedelsewhere.UpdatedinterfaceflowcharttoincludeAchievements,aswellasCoreGameMechanics.

Version1.5

June23,2009Version1.5includestheupdateofthegameoverviewwiththeresolutionsizeedited.

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Version2.0

June25,2009Version2.0isamajorupdatebecauseofthechangeofthetheme,styleandgameplayofthegame.TheGameOverview,StoryandCoreGameMechanicsarealleditedtoaddressthenewgamedesign.More

mechanicsareaddedandsomeremoved.Theinterfaceflowchartaswellasmockoutareupdatedandincludedinthisrevisionofthedocumentation.

Version2.1

June26,2009Version2.1containstheupdatesoftheCoreMechanics,whichincludesthescoremechanism,andsomeminoradditionstofirmuptheconceptofthedesign.TheObjectssectionisupdatedwiththenewlistof

objects,thoughnotfullycomplete.Attributesareassignedtotheobjectsaswell.Theplotpointsofthestoryarechangedtotheupdatedoneaswell.

Version2.2

June29,2009Version2.2includestheminorupdatestothedocumentationwherethetimingofthecollectionofitemsisaddressed,aswellastheinclusionoftheTriggerofFailurecommunicationmodes.Themeansof

communicationoffailureisaddressedaswell.Minortweaksaredonewithinthemaindocumentation.

Version2.3

June30,2009Version2.3adjuststheminortweaksinnamingconventionsandsmallupdatestothecoregamemechanics(e.g.Countdownbeforegamestarts).TerminologyoftheDifficultymodeisedited.

CharacterssectionupdatedwiththeinformationoftheSideCharacteraswellastheinclusionoftheconceptartofthecharacters.Attributesofwherethefallingobjectswillbefallingisadded.

Version2.4

July1,2009UpdatedtheCharactersectionwithlatestartsaswellasincludedadiagramtoexplainhowthefallingofobjectsshouldwork.Updatedthecontrolschemeofthegame.

Version2.5

July6,2009Updatedinterfaceflowchart.

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Version2.6

July7,2009UpdatedGameOverviewandcoregamemechanicsaccordingtothenewheadbutt(kick)mechanism.InformationoftheheadbuttisfoundintheCoreGameMechanics.Controlschemeupdated.Interface

flowchartupdated.Objectssectionupdatedwithlatestobjects’attributes.Differentgamestatesaredescribedinthecoregamemechanics.

Version2.7

July8,2009UpdatedCoreGameMechanicsonhowtocollectartpiecesandeditedtheDifficultymodeisedited.Adiagramofhowthecollectionofartpiecesanddescriptionisaddedtoo.Objectsectionupdatedwith

listofobjectsthattheplayerhastocollectthroughthe3stages.

Version2.8July9,2009

Updatedinterfaceflowchartandmademinoramendmentstoattributes.UpdatedFailurecommunicationsandtriggerandincludedthenewflowchartoffailuretriggerandcommunication.Minoramendmentstotheobjects’attributesandscore.Updatedgamenameandgamelogoonfront

page.Addedthedialoguesforthefailurefeedback.

Version2.9

July10,2009Includedtheexpandedversionoftheinterfaceflowchart,depictingtheflowofthemaingameitself(e.g.thescreensafterplayercompletesthescreen).Changedstaminatohealthandeditedthe

mechanic.

Version3.0July13,2009

Updatedthescoringmechanismandremovedeverythingregardingthefishandeditedthedocumentationaccordingly.Chainingandcombosofcollectingofartpiecesdocumented.Healthsectionisupdated.Attributesslightlychanged.Objectsspawning(levelprogression)included.Minorchangesto

failuretrigger.

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Version3.1

July14,2009Updatedinterfaceflowcharttoremovedifficulties.Removeddifficultyandaddedreplenishinghealthundercoregamemechanics.Updatedextendedgameplayflowchart.Updatedcombo/chainingsystem

andincludedhighscoredescriptions.

Version3.2July15,2009

Editedtheattributesbasedonactualgame’sXMLfile.Updatedcharacterconceptartandfailurefeedbackchart.

Version3.3

July16,2009Updatedcontrolschemeandreplacedcontrolschemeimage.Includedwin/losestatisticstodisplaywhentheplayercompletes/losesthegame.IncludedPierre’sattributesunderthe“Character”section.

Updatedgamelogo.

Version3.4July17,2009

Updatedcontrolschemeandreplacedcontrolschemeimage.

Version3.5

July20,2009UpdatedtargetaudienceandlanguageofGameOverview.Newsection,“Stage”isincludedtoaddressthedifferencebetweeninstageandtheattributechanges.RemovedtablesfromObjectsandputthem

underthe“Stage”section.Updatedcoregamemechanicstoaddressthestages.Changedthein‐gameelementsdiagramtoascreenshotofthegameandupdatedlist.Removedoutdatedinformation.Amendedsame‐typebonusissue.

Version3.6

July21,2009UpdatedtheStageAttributetableandthewin/losescreenstatistics.

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Version3.7

July22,2009UpdatedstageattributestablewithlatestrevisionaccordingtoXML.IncludedthestorycutsceneandstorysynopsisunderStoryandremovedplotpoints.Controlschemeupdated.Coregamemechanics

updatedwithnew“removalofartpiecesiftheplayergetsthewrongone”featureaswellasupdatedthepropertiesofthespikyballandheadbutt.

Version3.8

July23,2009Updatedstatisticstoshowwhentheplayerwinsthegame.StageAttributestableupdated.Includedsequentialfallingdangerousobjectsintocoregamemechanics.

Version3.9

July27,2009Patternsincludedunder“Stage”withdescriptionstodescribepatternsandinwhichstagetheywillbe

spawned.Failurefeedbacktriggereditedtolatestonetomatchproductowner’sdescription.Addedinformationaboutobjects’timersandchangedheadbuttingto“Roar”.Updatedeverythingtodowithstages/levelsto6.Includedgradingsystem.

Version4.0

July28,2009

AddedTemporaryInvincibilityintocoregamemechanicsandediteddamagefortheartpieces.Addedpatterns’attributesandupdatedthestageattributestable.

Version4.1

July29,2009UpdatedInterfaceflowchart,highscoreandgradingsystemintocoregamemechanics.Addedsomemissingattributesinthestageattributestableandeditedsomevalues.Updatedscoringsystem.

Version4.2

July30,2009Removedsomeoutdatedinformation(e.g.stagedescriptions)andaddedtextfortheendingscene.

Updatedgradingsystem.Changedfailurecommunicationdescription.

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Version4.3

July31,2009UpdatedGameOverviewtothefinaldesign.Minorupdatestothegradingsystem.Editedalltheattributesinthestageattributestabletothelatestversion.

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GAME OVERVIEW

Introduction

Inthis2Dgame,theplayercontrolsanartistcat,Pierre,whoisuninspiredonedayandgoesouttotheworldtocollectinspirationforhisnextmagnumopus.Throughouthisjourney,hemeetswith

motivatingfeedbackandsometimesreallymeanones.Pierrehastocollectallhisinspirationundertoughconditionsofnotjustverbalabusebutalsoobstaclesthatfallsinhispath.

ObjectiveoftheGame

Theobjectiveofthegameistocollecttheartpiecesinthecorrectsegmentoftheinnerwheelandsurvivingthespikyballsthatcomesfallingontothecharacter.Towinthegame,theplayerhasto

completeall6stagesofthegame,fulfillingthenumberofartpiecesrequiredperstage.

GenreAction‐Puzzlegame

Features

‐ 2Dgame

‐ Thirdpersonview

‐ Singleplayer

‐ Fixedcameraview

‐ Rotatingcircularplatform

‐ 800x600screen

‐ Dynamicmusicandfeedback

‐ VisualFeedback

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Platform

Thisgamewillbeaweb‐basedgameina.swfformat.Therefore,itcanbesupportedbymostoperatingsystems(e.g.Windows,Mac).

IntendedAudience

Theintendedaudienceofthisgameisprimarilyforcasualornon‐gamersofbothgendersfromtheagerangeof12andabove.Thelanguageofthegamemightbeharshandinsultingandtherefore,theaudienceshouldbeslightlymorematured.

Language

ThegamewillonlybeinEnglish.Someaggressivelanguagemaybeused.

SoundConsideration

Thegameplayexperienceofthisgamedependsverymuchonthemusic.Inthisgame,wewillbeincludingsoundssuchasthemainmusicforthelevels,soundscaping,audiofeedbacks,cutscenesounds,

andinterfaceandin‐gamesoundeffects.

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STORY

Outline

ThestoryrevolvesaroundPierre,theartistcat,whooneday,ranoutofinspirationandgoesouttotheworldtocollectinspirationforhisgrandmasterpiece.Throughouthisjourney,hemeetsobstaclesin

whichhemustavoid,aswellasthesometimes‐menacing‐sometimes‐niceAndréwhocriticizeshim.

StorySynopsis

Pierreisacat.Pierreisanartist.

Onthevergeofcreatinghisgreatestmasterpiece,thismaniacalcatsuddenlyranoutofinspirationanddecidedtosetouttotheworldtorecoverhiscreativityjuicesbacktoforgehisnoblesculpture.Thepath

tocreatinghismagnumopusistreacherousthoughbutwillhesurvivethechallenge?Willhesurvivetheobstaclesandthepeoplearoundtoseethelightofhisgrandmasterpiece?Whoknows?TheonlythingundeniableisthatPierreisonestrong‐headedfeline.

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Cutscenescreens

OpeningCutScenes

1. TheAtelierofMagnificencewheremasterpiecesarecreated…

2. Pierre,thegreatartiste,unleasheshiscreativity!

3. Oneday,Pierre’sgeniusfleesaway.Canhecompletehismagnumopus?

4. YES!Outtotheworld,Pierreventurestobringbackhisinspiration…

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EndingScreens

1. Pierreaddedhisfinaltouchtotheartwork…

2. Inawe,hewatcheshismasterpiecebloom…

3. Andviola~Theworldsurrenderstohisgenius.

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CORE GAME MECHANICS

Camera

Therewillbeastationarycamerawiththewholewheelaswellasthemaincharacterinsight,inathirdpersonperspective,duringgameplay.Thecameradoesnotmoveatallthroughoutthegame.

SinglePlayer

Inthisgame,theplayercontrolsthemaincharacteronlyasthisgameismeantforasingleplayerplayingexperience.

GeneralMovement

Theplayermaychoosetoeithermoveorjumpwithinthegame.Thewheelisalwaysspinninginaconstantspeedintheanti‐clockwisedirectionandiftheplayerdoesnotmovethecharacter,thecharacterwillremainonthewheelandrotatealongwiththerotationofthewheel.Tomove,theplayer

hastoeitherhittheorkey,whichmovesthecharacteranti‐clockwisealongwiththeflowofthewheelandagainsttheflowofthewheelintheclockwisedirectionrespectively.Tojump,theplayerhits

theD/↑ keytojumpupwards.Toroar,theplayerpressestheSor↓ key.RefertotheControl

Summarybelowforamoredetailedlistingofthecontrolscheme.

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ControlSummary

Keyboarddiagram:http://www.seoconsultants.com/windows/keyboard/Mousediagram:http://www.germes‐online.com/direct/dbimage/50305292/Computer_Mouse.jpg

LeftMouseclick Toselectoptionsonthemenu& Moveleft(anti‐clockwise)andright(clockwise)respectively

↑ /D Tojump

↓ /S Toroar

Esc Pause/ResumegameQ QuittoMainMenu(inpausescreen)R RestartLevel(inpausescreen)

InitialSetUp

Thecharacterstartsatthetopofthewheelandthewheelstartstoturnclockwiseataconstantspeed.Dependingonthedifficultylevelasseeninthetableintheprevioussection,thespeedofthewheel,theamountofobjectsandfoodobjectsvaries.Dependingonthestage,theinnerwheelmightturnaswell.

CountdownbeforeStageStarts

Thegamewill“countdown”beforethegamestartstopreparetheplayer.

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RotatingWheel

Throughouttheentirelevel,thewheelwillrotateintheclockwisedirectionataconstantspeedat30.Instages2and3,theinnercirclewillrotateaswell.

MovingtheCharacterAnti‐clockwise(Left)

Inordertomovethecharacteranti‐clockwise,theplayermayeitherhitthekey,whichmovesthecharacteranti‐clockwiseinspeedx2duetotheflowoftherotationofthewheel.Otherwise,theplayermaychoosenottohitanykeysandallowtherotationofthewheeltocarrythecharacterintheanti‐

clockwisedirection.

MovingtheCharacterClockwise(Right)Iftheplayerwantstomovethecharacterclockwise,theplayerhastohitthekeytomovethe

characteragainsttheflowoftherotatingwheel.Duetotheoppositeforceoftherotation,thecharactermovesatspeedx1.

Jumping

Theplayercanmakethecharacterjumpupwardstoavoiddangerousobjects.Theheightofthejump

shouldbehighenoughtododgeobjects.Tojump,theplayerhastohittheD/↑ key.Theplayermay

jumptowardstheanti‐clockwiseorclockwisedirection,dependingonwhethereitherorkeyishelddownrespectively.

Health

Thecharacterhasahealthbarwhichdecreaseswhenhehitsthedangerousobjects.Whenthehealthbarreacheszero,thecharacterdiesandthegameends.Inthisgame,healthcannotbereplenished.The

followingtableshowshowmuchhealthisdeductedwhenthecharacterhitstherespectiveobjects:

ObjectsCollidedwith AmountofHealthLostSpikyBall 15%WrongArtPiece 5%

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Low/CriticalHealth

Whenthecharacter’shealthreach25%andbelow,apulsingredborderappearsaroundthescreenandthesoundofheartbeatsisplayed.Thissignalstotheplayerthatthecharacterisinlowhealth.Whenthecharacter’shealthreach10%andbelow,thepulsingredborderspeedsupinpulsingandtheheart

beatgoesfaster,tosignifytotheplayerthatthehealthhasreachedacriticalstage.

Thecharacterdieswhenitshealthreaches0%anddependingonwhichfailuremodetheplayerisin,arespectiveanimationwillbedisplayed.

TemporaryInvincibility

Whenthecharactergetshitbyadangerousobjectorwrongartpiece,thecharacterwillbeinvulnerablefor1second.Duringthisonesecond,noharmfulobjectscandamagethecharacterbutthecharactermaystillcollectcorrectartpiecesandisabletoroar.

FallingObjectsandtypes

Thereare3kindsofobjectsthatwillfallwithinthegame.Theyarenamelythe:

1. ArtpiecesCollectinordertoaccomplishthestage

2. SpikyBall(Blue)

Fixedobjectsthatlowersthehealthofthecharacter

3. SpikyBall(Red/Sequentialfallingobject)Fallsattimedintervalsinafixedpattern

BeingHitbySpikyBalls

Ifthecharacterishitbythespikyball,theplayerwilllose15%ofitshealth.Itwillalsoremovealltheartpiecesfromthescreen,whetherfallingorthosealreadyonthewheel.

RoarObjects

Thecharacterhastheabilitytoroarobjectstohitartpiecestothesegmentthattheplayerwantsitto

beat.Toroar,theplayerhastohittheS/↓keynearanyobject.Thespikyballcannotberoared.

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Objects’FrictionandDistanceMoved

Differentobjectshavedifferentfrictionwhichinturnresultsinvaryingdistanceinwhichtheobjectscantravelwhenbeingroared.RefertotheStagesectionfordetailedattributes.

CollectionofArtPieces

Thefollowingdiagramshowshowthewheelwilllooklikeanddepicthowcollectionofartobjectswork.

Tocollectanartobject,theplayerhastomakesurethattheartpiecesareaboveitsrespectivesegmentofthewheel.Tocollect,theplayermovesthecharacterovertotheartpiecesandcollidestocollect.Eachartpiecewillhaveacertainnumberthattheplayerneedstocollect(e.g.3stars,3circles,3

squares).

Intheabovediagram,thestarlabeled1iscorrectlyplacedabovethecorrectsegmentandgettingitmeansthatthestariscollectedsuccessfully.

However,thestarlabeled2isincorrectbecauseit’sinthesquare’ssegmentandtherefore,thecollectionisinvalid.

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CollectingWrongArtPieces

Iftheplayercollectsawrongartpieceinthewrongsegment,10%ofthecharacter’shealthislost.

InStage3,iftheplayercollectsawrongartpiece,thetypeofthatartpiecedisappearsfromthegauge.Forinstance,iftheplayercollectsanappleoverawrongsegment,allthecollectedapplesareremovedfromthegaugeandtheplayerhastostartover.

ComboandChainingSystemofCollectingArtPieces

Thefollowingtableshowshowthecomboforcollectionofconsecutivecorrectartpieceswork(doesnothavetobeofthesametype):

Method ScoreWhentheplayercollectsitem(1) 300Whenplayercollects2nditem(1) 300x2=600,totalscorenow=900Whenplayercollects3rditem(1) 300x3=900,totalscorenow=1800Therefore,fromtheabovedemonstration,weseethatforeverysuccessfulcombothattheplayerperforms,theamountofscoretheplayerisawardedis:

ScoreforCombo=ScoreofObjectxn,wherenistheno.ofcombosaccumulated

Iftheplayercollectsawrongartpieceinthewrongsegment,thecomboisbroken.

Theplayersmaychaincollectionoftheartpiecestogainmorescore.Todoso,theplayerhastocollect

3ofthesametypeofartpiecesconsecutively(e.g.apple,appleandapple).Thismaybeachievedwhiletheplayeriscollectingcombos.

Method ScoreCollectingCorrectArtPiece(Ground) 300CollectingCorrectArtPiece(Air) 400

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Thefollowingtabledemonstrateshowscoringworkswhentheplayercollectsconsecutivecorrectartpiecesofthesametype.

Method ScoringSystemSame‐typechain(e.g.stage1)

{(300+600+900)[combos]}x2=3600Whentheplayercompletesthechain,theyareawardedx2ofthescore.

Usingthedemonstrationabove,thefollowingformulashowshowthechainisbeingcalculated:

ScoreforChain=[ScoreofCombo]x2,wherenrepresentstheno.ofchains

SolongastheplayercompletestheSame‐typechainbycompletingtheartpiececonsecutively,the

playerwillbeawardedwiththescore.

i.e.ScoreforChaininStage3=(ScoreofComboforthe5objects)x2

RateandPositionofFallingDangerousObjects

Whenevertheplayermoves,dangerousobjectswillfallfromabovetheplayersothatitensuresthattheplayerisnotstayingatasinglespot.Anangleprojectedfromthemiddleofthewheeldepictstheprimaryareainwhichtheobjectswillbefallingfrom.Thefollowingvaluesaretheattributesofwhere

theobjectswillbefallingfromandthediagramdemonstrateshowitshouldbeexecuted:

AngleofPrimaryInfluenceofFallingObjects

Dangerous=120˚Art=180˚

Skew 0

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FallingofObjectsontotheWheel

Whenanobjecthitsthesurfaceofthewheel,theystaythereforaperiodoftimebeforeitdisappears.Theobjectwill,likethecharacter,rotatealongwiththerotationofthewheel.Itisnotpossibleforobjectstostackontoofeachanother.Themaximumnumberofobjectsonscreendependsonthestage

theplayerisplaying.Allobjectsshouldbeuprightwhenitlandstopreventcomplicationswhenitcomestocollisiondetection.

DisappearingofObjectsfromtheWheel

Eachdifferentkindofobjectwilldisappearoffthesurfaceofthewheelatdifferenttimings,beitartpiecesordangerousobjects.Refertothe“Stage”sectionofthedocumentationfortheexactattributesanddisappearancetimingforthedifferentobjects.

TimerofObjects(TimetoLive)&RoaringFactor

Eachobjecthasaspecifictime‐spanthatitwillstayonthescreen.Thetimingvariesfromlevelstolevels.Whenthecharacterroarsattheobjects,theobjectsaremovedbutdependingonwhatkindof

objectsisbeingroaredat,thetimeroftheobjectsisaffected.

TypeofObjects Effect(s)Dangerous(Spikyballs) Timerremains,thetimingfor

thedangerousobjectsarenotreset.

ArtPieces Thetimeroftheartpieceisrestartedtotheoriginaltimingoftheartpiece.

DodgingDangerousObjectsInordertododgedangerousobjects,thecharacterhastomoveoutofthepathinwhichtheobjectwill

landingonthewheel.ThiscanbeachievedbyeitherallowingthewheeltocarrythecharacteroutofthepathofthefallingobjectorbyhittingeithertheA/keyorD/keytomovethecharacteroutofthe

wayorjumpaway.

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PatternFallingObjects

Duringtimedinterval,redspikyballs,alsoknownasthepatternfallingobjects,willfall.Theseredspikyballsfallanddisappearsstraightawayandtherefore,cannotberoared.Dependingonthestage,theamountofthisobjectandthepatterninwhichit’sspawneddiffers.Refertothe“Stage”sectionfor

moreinformation.

Non‐GravityObjectsDuringtimedintervals,yellowspikyballs,alsoknownasthenon‐gravityobjects,willflytangenttothe

surfaceofthewheel.TheyoccurfromWoods2onwards.Refertothe“Stage”sectionformoreinformation.

StageProgression

Thereareatotal6stagesinthegame.Whentheplayercompletesastagebycollectingalltherequiredartpieces,theplayerwillbeshowedavictoryscreenandfromwhich,theplayermaychoosetocontinuethegameorgobacktothemainmenu.Iftheplayercontinuesontothenextstage,the

player’sscoresarebroughtover.Whentheplayermovestothenextstage,theyareshowedtheworldmapwiththegradesofthecompletedstages.

Referto“Stage”sectionforthedifferencesineachofthelevel.

ProgressionofNumberofArtPiecestoCollect

Ineachstage,theplayerwillhavetocollect3differentkindsofartpieces.Dependingonthestage,thenumberofartpiecesperartpiecethatneedstobecollectedchanges.Thefollowingtableshowsthe

incrementofthenumberofartpiecesperartpiecethattheplayerhastocollectduringthestages.

Level Stage No.ofArtPiecestoCollect1 Woods1 22 Woods2 33 Mountains1 44 Mountains2 55 City1 66 City2 7

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ScoringSystem

Ascoresystemwillbeimplementedwithinthegameandthetableshowsthewaysinwhichtheplayermaygainscore.

MethodofGainingScore ScoreAwardedCollectingArtPiece(Ground) 30CollectingArtPiece(Air) 40

GradingSystem

Thefollowingtableshowstheamountofgradingpointstheplayerwillearnunderdifferent

circumstances.Thesegradingpointswillbetabulatedintoanalphabeticalgradingsystemwhichwillultimatelybedisplayedfortheplayer.Thegradingpointsarenotmadeavailabletotheplayers.

Time(x=player’stime)

No.oftimesplayergetsdamaged

RemainingArtPieces GradingPoints

0:30≤x 0 100%complete 5

1:00≤x 1–2 80%complete 4

1:30≤x 3–4 60%complete 3

2:00≤x 5–6 40%complete 2

2:30≤x 7–8 20%complete 1

2:30≥x 9andabove 0%complete 0

Thefollowingtableshowsthegradesthattheplayerwillgetiftheywin,regardlessofwhatmodetheyget:

GradingPoints Grade13andabove A

10–12 B7–9 C5–6 D

4andbelow F

ThegradingsystemisslightlydifferentiftheplayerlosesintheMean/Nicemodes.

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Mode SpecialEffects ExampleMean Minus4overallgradingpoints Iftheplayerlosesinmeanmodeandgetsa

gradingpointof9,usingthetableabove,theultimategradingpointthattheplayergetsis:

9‐4=5=GradeFNice Plus3overallgradingpoints Iftheplayerlosesinnicemodeandgetsagrading

pointof9,usingthetableabove,theultimategradingpointthattheplayergetsis:

9+3=12=GradeS

FailureStatesTrigger

Throughoutthegame,thefailurestates(beit“Nice”or“Mean”)changesaccordingtowhethertheplayercompletesatask.Thegamestartsoutasa“Nice”modeanddependingontheactionstakenbytheplayer,thestateschangeaccordingly.Thefollowingchartshowstheflowofthechangeofthe

failurestatesaswellastriggerforthecommunication.

Description:

• Thegamestartsoutinthe“Mean”mode

• Iftheplayermanagestocompleteasegmentoftheartpieces,thegameswitchesto“Nice”.

• After10secondsinthenicemode,thegameswitchesbackto“Mean”.

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Forevery2dangerous/1wrongartpiecethatthecharacterhits,thefeedback,dependingonthemode,iscommunicatedtotheplayer

FailureCommunicationTriggers

Whentheplayerdoessomethingwrong,thegamewillcommunicatefailuretotheplayerbyhavingasidecharacterpopoutfromeitheroneofthetoptwocornersofthegamescreen.Thesidecharacter

willdisplayvisualandaudiofeedbackstotheplayerintermsoffailure,eitherpositiveornegativeonesdependingonthefailurestate(seeabovesection).Theterm“failure”doesnotmeanimmediateterminationofthegamebutrather,awayoftellingtheplayerhowwell/poorlytheyhavebeen

performingthroughoutthegameonaregularbasis.

Thefollowinglistshowsthetriggerstothefailurecommunications.Thefailurecommunicationtriggerhappensforbothwhenthegameisinthe“Nice”stateor“Mean”state.(Seechartinabovesection)

• Iftheplayerhits2dangerousobjects/1artpieces,dependingonthemodeofthegame,afeedbackisgiven.Thisdoesnothavetobeconsecutive.

Win/LoseScreenStatistics

Whentheplayerwins/losesastage,theywillbebroughttoaWin/Losescreen.Iftheplayerwinsinanymode,theywillbebroughttothesamewinningscreen.Iftheplayerloses,dependingonthemode,the

playerwillbebroughttotherespectivelosingscreens.

ThefollowingisalistofstatisticstobedisplayedonthescreenintheWin/Losescreen.Dependingonwhichmodetheplayerisin,thestatisticsshownisdifferent.

Nice Mean• Score• LargestCombo

accumulated• Totalplaytime

• Score• Wrongitemscollected• Numberoftimes

charactergetshitbydangerousobjects

• Totalplaytime

Win• Score• LargestComboaccumulated• Numberoftimescharactergetshitbydangerousobjects• TotalPlaytime

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InterfaceFlowchart

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In‐GameElements

Theabovescreenshotshowstheelementsthattheinterfaceessentiallyhas.

• GameScreen

Whereallthegameplaytakesplacein

• CharacterTheplayer’savatar

• Wheel

Theplatformofthegame

• ExteriorwheelRotatesallthetime;platformplayerrunson

• InnerwheelHoldsthesilhouetteoftheitemsthatthecharacterhastocollect;rotatesinstages2and3

• Silhouetteofartpieces

Showstheplayerwhatitemsaretobecollected;howmanyitemslefttocollect

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• FallingartpiecesTocollectinthecorrectsector

• Fallingspikyballs

Toavoid

• GlowingartpieceIndicatesthatthepieceisinthecorrectsectorandcanbeobtained

• FailurefeedbackNPCGivesfeedbacktotheplayer

• Subtitle

EnforceswhattheNPCsaid

• HealthbarDepictshowmuchhealththecharacterisleft

• ScoreShowsthescoreoftheplayer

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CHARACTERS

PierretheCatBackgroundStory

PierretheCathasalwayswantedtostrikebigwithhistalentsofasculptor.Heenjoyssculptingsomuch

thatthereisnothingthatwillstophimfromdoingwhatheismostpassionateabout.However,eventhoughheissopassionate,somehow,someofhisartworksdonotfeelright.Hegetsfrustratedandinasuddenoutburstofmadness,hedecidedtotraveltheworldtogettheessentialpiecestohisgreatest

masterpiece.

Role

TheplayerplaysasPierretheCatthroughoutthegameasthemainprotagonist.

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Audré

Description

HeisthefirstoutsidepersonthatPierrewillmeetduringthefirststagewhowillgivefeedbacktotheplayer/characteronfailure.HeisportrayedasaFrench‐inspiredguywithamoustache.Rangingaround

his30s,Audréisanartistaswellandhasatemperattimes.

Role

FailurefeedbackNPCofStage1

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AudréNicemode

AudréMeanmode

OBJECTS

Aspreviouslymentionedintheprevioussectionofthedocumentation,thereare3kindsofitems,namelythe:

1. ArtpiecesCollecttocompletethestage

2. Hostile/Dangerousobject

Fixedobjectsthatlowersthehealthofthecharacter

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3. SequentialfallingobjectFallssequentiallyintimedintervals

ArtPieces

Artpiecesarewhattheplayerscollectinordertoproceedontothenextstages.Tocollect,theplayerhastocollecttheartpieceatthecorrectsegment.

Woods1Woods2

1. EasterIslandStonehead2. Exoticleaf3. Nut/fruit

Mountains1Mountains2

1. Fossil2. TribalPot3. BlueFlower

City1City2

1. Mask2. Hat3. Eiffeltower

Refertothe“Stage”section,under“StageAttributetable”forthedetailedattributesoftheseitems

basedonthestage.

Hostile/DangerousObjects(SpikyBall)Dangerousobjects(thespikyball,fornow)areobjectsthatdecreasethehealthofthecharacter.Ifthe

charactercollideswiththedangerousobjectthatisfalling,thecharacter’shealthdecreases.Whentheobjectlandsonthegroundandifthecharactertouchesit,thehealthbardecreasesaswell.Itwillalsoremovealltheartpiecesoffthescreen.Refertothe“Stage”sectionunderthe“StageAttributestable”

fordetailedattributesofthespikyball.

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STAGE

Overview

The“Stage”sectionoftheGDDwilladdresstheattributesandthedifferencesofthe6differentstagesthatwillbeimplemented.The2DworldofPierresignifiesthejourneyofhimgoingaroundtheworldcollectingartpiecesforhismasterpiece.

SequentialFallingObjects’Patterns

Thefollowingtableshowsthedifferentpatternsthatwillbeusedthroughoutthegameandthedescriptionofeachofthepatterns.

Pattern Description

PatternA

Spikyballswillbespawnedtothetangentofthewheeltomakeplayersjumpoverit.Thetopandbottomwillspawntogetherfirst,followedbytheleftandright.

PatternB

Spikyballswillspawnrapidlyataspottocreateawallofspikyballstolimitaccesstoacertainareaforaperiodoftime.

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PatternC

Spikyballswillfalloneafteranothersequentiallyinanarctochasetheplayeraway.Thispatternwillaffecthalfofthewheel.

PatternD

Spikyballswilldropinarain‐likepattern.Inthediagram,theblackballsfallfirst,followedbythewhiteoneswhichwillfallinbetweenthegapsoftheblackones.

PatternE

SpikyballswillfalllikeinPatternC,justthatinthiscase,itcoverstheentirewheel.

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PatternsinStages

Asidefromrandomfallingspikyballs,eachstagehasapre‐definedpatternassignedtoit.Thefollowingtablewillshowthepatternsthatwillspawninthe6differentstages.

Stage Pattern(s)Woods1 • Nopatterns

Woods2 • PatternA

Mountains1 • PatternA

• PatternB

Mountains2 • PatternA• PatternB• PatternC

City1 • PatternA

• PatternB• PatternC• PatternD

City2 • PatternA

• PatternB• PatternD• PatternE

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StageAttributesTable

Thistablewillsummarizeindetailthestatsusedineachofthethreelevels.

GlobalOptions

Attribute Value DescriptionGameMode Normal(default) Defineswhetherthegameismean/nice

WORLDWorldSpeed 30.0 ThespeedoftheouterwheelWorldDirection 1 1=Clockwise/‐1=Anti‐clockwise

CHARACTERJumpHeight 170.0 TheheightPierrecanjumpJumpDuration ‐330.0 Thelowerthevalue,thefasterthefall

MoveClockwise 2.5 Pierre’sclockwisemovementspeedMoveAnti‐Clockwise ‐1.25 Pierre’santi‐clockwisemovementspeedRoarSpeed 90.0 DegreeshitpersecondHealthatStart 100.0 HealthatthestartLowHealth 25.0 TriggerslowhealthpulsingscreenCriticalHealth 10.0 Triggerscriticalhealthpulsingscreen

FAILUREFEEDBACKDamageCount 3 No.ofdamagereceivedtochangemodeTimetoMean 10.0 No.ofsecondstotriggerMeanmodeFeedbackTrigger 2 No.ofhitsreceivedtotriggerfeedback

Stage

Attributes Stage1 Stage2 Stage3 Stage4 Stage5 Stage6DANGEROUSOBJECT

ProbabilityofDrop 32.0 42.0 50.0 55.0 60.0 60.0FallingSpeed 35.0 35.0 90.0 110.0 110.0 115.0AngleRange 120.0 120.0 120.0 120.0 120.0 120.0Frequencywithinangle 0.0 60.0 65.0 65.0 70.0 70.0Disappearancetime 10.0 10.0 12.0 14.0 12.0 13.0KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0KickFriction 40.0 40.0 40.0 40.0 40.0 40.0Damage 15.0 15.0 15.0 15.0 15.0 15.0MaximumonScreen 10 10 15 15 15 18

ARTPIECESProbabilityofDrop/piece 22.6 19.3 16.6 15.0 13.3 13.3FallingSpeed 15.0 15.0 75.0 85.0 100.0 110.0AngleRange 180.0 180.0 120.0 120.0 240.0 240.0Frequencywithinangle 10.0 10.0 0.0 0.0 0.0 0.0

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Interval(fail‐safedrop) 50.0 50.0 10.0 10.0 20.0 20.0Disappearancetime 20.0 16.0 10.0 10.0 8.0 8.0No.tocollecttopassstage 2 3 4 5 6 7KickSpeed 90.0 90.0 90.0 90.0 90.0 90.0KickFriction 60.0 60.0 60.0 60.0 60.0 60.0Damage 5.0 5.0 5.0 5.0 5.0 5.0MaximumonScreen 30 30 30 30 18 18

STAGE’SATTRIBUTESObjectsgenerationtime 2.0 2.0 1.5 1.5 1.2 1.0CounterPlayer’sStrategy N.A. 10 10 8 8 8No.offallingobjecttocounter N.A. 3 4 4 5 5

PATTERNATTRIBUTESSequentialFalling No No No Yes Yes YesDamage N.A. N.A. N.A. 10.0 10.0 10.0FallingInterval N.A. N.A. N.A. 25.0 23.0 20.0MaximumSequenceFalling N.A. N.A. N.A. 8 8 20Non‐GravityFalling No Yes Yes Yes Yes YesNon‐GravitySpeed N.A. 200.0 200.0 250.0 250.0 250.0Non‐GravityDamage N.A. 3.0 3.0 3.0 3.0 3.0Non‐GravityInterval N.A. 15.0 15.0 15.0 12.0 10.0RainFalling No No 100.0 100.0 100.0 100.0RainFallingInterval N.A. N.A. 20.0 20.0 20.0 20.0RainFallingRepeatTime N.A. N.A. 15 15 20 20RainFallingIn‐TypeInterval N.A. N.A 0.3 0.3 0.22 0.22RainingFallingPatternD No No No No Yes YesPatternDRepeatTime N.A. N.A. N.A. N.A. 3 3PatternDIn‐TypeInterval N.A. N.A. N.A. N.A. 2.0 2.0

STAGEGAMEPLAYRotationofInnerWheel No No Yes Yes Yes YesSpeedofInnerWheel N.A. N.A. 3.0 3.0 3.0 3.0RemovingCollectedArtPieces No No No No Yes Yes