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.