Quick Table of Contents

Quick Table of Contents 1

Complete Table of Contents 2

Game Overview 8

Hi Concept 8

Genre 8

Key Features 8

Target Platform 8

Game Mechanics 9

Core Game-play 9

Game-flow 10

Game-play Elements 11

Game Physics and Statistics 19

Artificial Intelligence 21

User Interface 22

Overview 22

Controls 22

Battle UI 22

Over-world (non-battle) UI 24

GUI Objects List 35

Story 36

Back story 36

Summary of Crazy Cross 38

Complete Script 41

Art & Video 81

Overall Goal 81

3D Art & Animation 81

Cinematics 86

Video 89

Storyboards & Concept Art 89

Marketing and Packaging Art 90

Sound & Music 91

Sounds 91

Music 92

Level Samples & Asset Revelation Schedule (a.k.a. The Asset List) 93

Asset Revelation List 93

Level Diagrams 140

Technical Analysis 146

Weekly Goals For Semester 1 149

Labor Report 149

Milestone Schedule 149

Weekly Goals For Semester 2 151

Labor Report 151

Milestone Schedule 152

Complete Table of Contents

Quick Table of Contents 1

Complete Table of Contents 2

Complete Table of Contents 2

Game Overview 8

Hi Concept 8

Genre 8

Key Features 8

Target Platform 8

Minimum 8

Recommended 8

Game Mechanics 9

Core Game-play 9

Game-flow 10

Game-play Elements 11

Characters 11

Playable Characters 11

NPCs 11

Boss Battle List 11

Monsters 13

Items, Weapons, and Armor 13

Items 13

Weapons 14

Lou’s Weapons: Staplers 14

Tiny Jim’s Weapons: Crutches 14

Armor 14

Contact lenses 14

Socks 14

Underwear 15

Armor Table 16

Abilities and Summons 17

Abilities 17

Lou 17

1st Level Choices (Offense/Defense) 17

2nd level Offensive Branch 17

2nd Level Defensive Branch 17

Nurse Emma 17

1st Level Choices (Speed/Damage) 17

2nd Level Speed Branch 17

2nd Level Damage Choice 17

Tiny Jim 17

1st Level Choice 17

2nd Level Avoidance 18

2nd Level Crutch Stuff 18

G. Zeus 18

1st Level 18

2nd Level Single 18

2nd Level Multi 18

Summons 18

Lou 18

Nurse Emma 18

Tiny Jim 18

G. Zeus 18

Game Physics and Statistics 19

Movement 19

Collision 19

Statistics 19

Party Statistics 19

Character Statistics 19

Level Points System 19

Overview 19

Earning Level Points 20

Spending level points 20

Level Points and Fleeing 20

Item Statistics 20

Weapon Statistics 20

Armor Statistics 20

Battle Equations 20

Artificial Intelligence 21

General Information 21

Enemy Precepts 21

Enemy Actions 21

Specific A.I. 21

Enemy A.I. 21

User Interface 22

Overview 22

Controls 22

Battle UI 22

Over-world (non-battle) UI 24

Text Boxes 24

Menus 24

Main Menu/Player List Mockups 25

Overview and Player List Mockup 25

Items Mockup 26

Equip Mockup 27

Status Mockup 28

Lvl Pts. Mockup 29

Config Mockup 30

Shop Mockups 31

Main Shop Mockup 31

Shop Buy Mockup 32

Shop Sell Mockup 33

Save & Load Mockup 34

GUI Objects List 35

Story 36

Back story 36

A Brief History in the Time of Lou 36

Before Crazy Lou 64, as was originally scribed in the pages of the Crazy Lou 64 GDD 36

During the events of Crazy Lou 64 37

Summary of Crazy Cross 38

A Brief Summary of Crazy Cross: 38

Complete Script 41

Intro 41

“Final Stage – Macroshaft” 41

Macroshaft, Part II 42

Beginning 43

Into Bluemond 45

Confrontation with Jim #1 46

Bo’s Tavern 47

To Blue Sky Park 47

Blue Sky Park Chaos 47

Bluemond Hospital Revisited 48

Aftermath of Blue Sky Park 49

The Cave 50

Burgerberg Part One 51

The Hedge Maze 53

The Pope Parade 53

Burgerberg Part Two 58

Visit with Injured Emma 60

Happy Mart 61

X Professor 61

Picking Emma back up 65

Forest to the Temple 65

Temple of _________ 66

Retro March 67

World Map Cut-scene 68

Roman Town 68

Coliseum 68

Boat Ride to Egypt Town 69

Egypt Town From Afar 70

Egypt Town 70

Journey to the Artist 71

Battle with Dyoh 71

Return to the Egypt Inn 72

To Space 72

Reunion with G. Zeus Number Two 73

Encounter with Gill Bates 74

Crashing to Earth 75

Post-Apocalyptic Land 75

In Post-Apocalyptic Hospital 76

Skyscraper Side-Quest 76

Escape From P-AC 77

Beat the Afro Pope! 77

Vietnam 78

Final Confrontation, Part One (with Party) 78

Final Confrontation, Part Two (just Lou) 79

The Ending 80

Art & Video 81

Overall Goal 81

3D Art & Animation 81

Models 81

Template 81

Playable Characters 81

Enemies 82

NPCs 83

Objects 83

Summons 84

Skeletons 84

Humanoid Skeleton 84

Areas/Battle Arenas 84

Bluemond 84

Hospital 84

Forest 84

Blue Sky Park 84

Blue Sky Park (Destroyed) 84

The Cave 85

BurgerBerg 85

The Hedge Maze 85

Pavilion 85

High School 85

Happy Mart 85

Temple of Staple Removing 85

Retro Snow Forest 85

Roman Town 85

Egypt Town 85

Space 86

Apocalyptic City 86

Chrysler Building 86

Jungle 86

UWBF Temple 86

Cinematics 86

Idle/Game Start-Up 86

Game Intro 86

Bluemond 86

The Bar 87

Blue Sky Park Chaos 87

Bluemond Hospital Revisited 87

Aftermath of Blue Sky Park 87

BurgerBerg One 87

The Hedge Maze 87

The Pope Parade 87

BurgerBerg Part Two 87

Temple of Staple Removing 88

Retro Forest 88

Roman Town 88

Egypt Town 88

Dyoh’s Mansion 88

Egypt Town Part Two 88

Space 88

Space Part Two 89

Apocalyptic City 89

Apocalyptic Hospital 89

UWBF Temple 89

Video 89

Storyboards & Concept Art 89

Marketing and Packaging Art 90

Box 90

Manual 90

Web Site 90

Sound & Music 91

Sounds 91

Battle Sounds 91

GUI Sounds 91

Over-world 91

Cut Scene 91

Music 92

Level Samples & Asset Revelation Schedule (a.k.a. The Asset List) 93

Asset Revelation List 93

Tutorial Events 93

The Assets of Crazy Cross 93

Intro # 1 93

Intro # 2 94

Intro # 3 94

“Final Stage – Macroshaft” 95

Macroshaft Part II 96

Beginning 97

Into Bluemond 99

Confrontation with Jim #1 100

Bo’s Tavern 101

To Blue Sky Park 102

Blue Sky Park Chaos 102

Bluemond Hospital Revisited 104

Aftermath of Blue Sky Park 104

The Cave 106

Burgerberg Part One 106

The Hedge Maze 109

The Pope Parade 109

Burgerberg Part Two 114

Visit with Injured Emma 116

Happy Mart 116

X Professor 117

Picking Emma back up 121

Forest to the Temple 121

Temple of _______ 122

Retro March 123

World Map Cut-scene 124

Roman Town 124

Coliseum 125

Boat Ride to Egypt Town 125

Egypt Town From Afar 126

Egypt Town 127

Journey to the Artist 128

Battle with Dyoh 129

Return to the Egypt Inn 130

Back to Roman Town 130

To Space 131

Reunion with G. Zeus Number Two 132

Encounter with Gill Bates 133

Crashing to Earth 134

Post-Apocalyptic Land 135

In Post-Apocalyptic Hospital 136

Skyscraper Side-Quest 137

Escape From P-AC 137

Beat the Afro Pope! 138

Vietnam 139

Final Confrontation, Part One (with Party) 139

Final Confrontation, Part Two (just Lou) 139

Level Diagrams 140

Technical Analysis 146

Experimental Features 146

Major Development Tasks 146

Risks 146

Alternatives 146

Risks Update: 147

Alternatives Update: 147

Estimated Resources 147

External APIs for Crazy Cross 148

Tools necessary for Crazy Cross 148

Weekly Goals For Semester 1 149

Labor Report 149

Budgeted Hours 149

Milestone Schedule 149

By Person 149

By Week 150

Weekly Goals For Semester 2 151

Labor Report 151

Budgeted Hours 151

Milestone Schedule 152

By Person 152

By Week 153

By Task 154

Game Overview

Hi Concept

o Crazy Cross is a 3D 3rd-Person console-style role-playing game with an epic story similar to the Final Fantasy games.

Genre

o Console-style RPG

Key Features

o Humorous parody of console role-playing games

o Epic story that features multiple hours of cut-scenes

o Strategic battle system featuring the Aggravation Metertm

o Customizable characters using unique leveling system

o A quirky cast of characters

Target Platform

Minimum

o Windows 9x/NT/2000/ME

o PII 300Mhz CPU

o 64MB RAM

o 8MB OpenGL compatible 3D video card

o 1000MB free hard drive space

o Direct Sound compatible Sound Card

o CDROM

Recommended

o Windows 9x/NT/2000/ME

o PIII 800Mhz CPU

o 128MB RAM

o 32MB OpenGL compatible 3D video card

o 1000MB free hard drive space

o Direct Sound compatible Sound Card

o CDROM

Game Mechanics

Core Game-play

The main game-play is broken down into two engines: the exploration and battle engines. The exploration engine is where the player will spend the majority of his or her time, as this is where the cut-scenes will be displayed. The player can run around in fully 3D environments with the camera shifting automatically to facilitate movement. Because the player is unable to jump and due to specific level design, the player will not have to worry about vertical movement unless the game is specifically scripted to do so.

Cut-scenes occur during the exploration or “over-world” engine that help to move along the story through pictures and text. Three types of cut-scenes can occur at a given scripted moment when the player accomplishes a certain task. The first type of cut scene is run fully 3D using the game’s engine. This is referred to as an “in-game” cut scene. In-game cut-scenes feature mostly a scripted camera movement, while the characters share dialogue complete with little “expression” images showing how the character looks when they say their lines. If the dialogue is important enough, it is also accompanied by voice acting to help properly stress the lines.

The next type of cut-scene is referred to as a “slideshow” because it is completely made up of 2D images. Most often, these images will be hand-drawn and occasionally will be in black and white to enhance the mood of the cut-scene. The third and final type is the most cinematic, called the “cg” cut-scene because it is a full-motion video rendered out from a Computer Graphics 3D Modeling package. Audio is overlaid on the video as well as text if the character is supposed to be speaking. Because of the large size of full-motion video, this type of cut-scene will be seen the least often but in general is the most rewarding and impressive.

As the player moves the main character through certain areas of the game, they are prone to sudden random encounters with enemies. This results in a screen transition followed by a brief loading period into the “battle engine”. The battle engine is quite different than the exploration engine in that the player no longer directly controls where the characters move but, instead, directs what actions the characters take. The battle engine is unique in that the player is able to control all characters in their party (a maximum of three at a time) at once rather than the exploration method where they control one character that merely represents the entire party.

The battle engine is a special effects-intensive part of the game where the attacks both the characters and enemies make can potentially be very flashy. This includes the abilities that characters can use through the level-gaining system that accompanies the battle engine. After a battle in which the player has at least one character with above 0 health and the enemy is defeated (has 0 or less health) then the player has won the battle and gains “level-points” for each character that participated in the battle. Outside of battle in the exploration engine they may bring up the “main menu” which has an option for them to distribute their level-points amongst attributes such as strength and defense. Other options in the main menu allow the player to look at the statistics of their characters, change their equipment, and use items outside of battle.

Game-flow

When the player begins a game from scratch (without loading a saved game), they will be presented with a number of cut-scenes establishing the story and the style of game that the player can expect from future play (the story of Crazy Cross will be elaborated in great detail later in the Story section). In the middle of these cut-scenes, they must fight the final battle from the first game, which is made much simpler so that the player can use it as a chance to get used to what a “boss” battle feels like. This battle is set up to be an easy battle ahead of time so that the player does not lose the first battle and become disillusioned with the rest of the game. After the player gains control of the character in the first level (the hospital), they are free to move around as they please. This lets the player get used to the movement scheme and having to press the action button to activate objects such as the door to leave the room. In the first hallway they are presented with NPC characters that the player can communicate with by pressing the action button when they are standing next to each other.

One of these characters initiates a cut-scene in which the player finds themselves being thrown out of the first level onto the streets where their first random encounters take place. Because of the linear nature of the game and level, exploration is fairly limited and the player will be forced to eventually make their way down the street through the town to where the next cut-scene takes place. In order to not overwhelm the player, the battles in these early areas are overly simple and not really a threat to the character’s well being. If the player at any point has no characters left alive during battle, the game will end and proceed to a game-over screen. The game-over screen will lead back to the main menu from which the player can load their last saved game.

In not too long a time, the player will be introduced to a new character who will join the party, bringing the total number of characters up to two (out of a total of three). Not long after, they are forced to battle the first challenging “boss” monster. If the player loses then they probably need to spend some extra time battling monsters and earning level-points to improve their characters. This will be mentioned to the characters before the battle by an NPC they must talk to. Once the battle is won, the characters are sent off to continue the game in the same style with fewer and fewer tutorial hints along the way. The player is left to “discover” what remains in the game on his or her own.

Game-play Elements

Characters

Playable Characters

Lou - Lou is the main character, his fighting styling is par to none. Although he is not the strongest character, his insanity gives him a few tricks up this sleeve that no opponent could imagine.

Nurse Emma - Even though she is the weakest of all the characters, her speed more then makes up for it. As she learns how to fight from Lou, she will undoubtedly become one of the fiercest and deadliest fighters.

Tiny Jim - Don’t let a small thing like bum legs fool you, Tiny Jim is the strongest character in the game. Knowing his weaknesses Tiny Jim will use the large caring hearts of his enemies to have them turn the other cheek as he lays down a solid blow from his crutches.

G. Zeus - This mysterious figure has a fighting style that heals the body instead of harming it. His techniques will help Lou and the gang to survive. Every adventuring party should have a G. Zeus.

NPCs

X-Professor - An Ex-Professor who knows the 'real' secrets of the universe.

Afro Pope - The Afro Pope is the leading force behind all evil. He hires Tiny Jim to be hired muscle, and help him do evil things. The Pope sports the worlds largest afro, so hey, he can't be all that bad.

Gill Bates - The ruler of the evil empire known as MacroShaft and the father of Tiny Jim. He uses his money to buy things. In order to win Crazy Lou 64: P.S. I love Lou, Lou and gang had to defeat him.

Yzarc Uol - A mysterious fellow that comes in randomly looking for the staple remover. His power is unmatched and he is not afraid to use it.

Dyo - A buff up man that is often mistaken for Dio

Dio - He's most likely an evil vampire dude, related to Lou in some way. He probably has a stand too.

Eins - 1st German kid.

Swei - 2nd German kid.

Drei - 3rd German kid.

Vier - 4th German kid.

Funf - 5th German kid.

Sechs - 6th German kid.

Sieben - 7th German kid.

Peter - An over worked artist, who makes many appearances randomly for comic relief.