Off the Grid

Experimental Game Design Fall 2008

Jim Kane: Artist, Designer, Assisting Programmer, Documentation

Alex Bianchi: Artist, Level Designer, Documentation

Robert Link: Sound/Music Developer

Sarah Lee: 3D Artist, Documentation

Amber McKown: Programmer

I. Artist Statement/Philosophy/The WHY Factor (why create this game? why would someone want to play it?)

· NOT a typical, side-scrolling platform game

· Player creates their own path through level

· Unique art style; mimics that of comic books

· Appeals to comic book fans/readers especially

II. Predecessor or previous games/ distinctive factors in this genre

·  Comix Zone (arcade)

o  comic book style characters and environments

o  exaggerated sounds as words ("WACK!")

o  beat-'em-up game, not a platformer

o  criticized for being too hard and too short

·  Viewtiful Joe (GameCube, PS2)

o  comic-like art/fighting style

o  unique cel-shaded graphics

o  intense gameplay

o  action game

o  received excellent reviews

·  Paper Mario (Nintendo 64)

o  unique "paper world" style

o  more RPG elements than platformer

o  received generally positive reviews

·  Kirby 64 (Nintendo 64)

o  classic platformer

o  innovative gameplay/character abilities

o  playful, colorful art style

·  Jump Superstars (Nintendo DS)

o  Comic Style Graphics

o  Fighting Game staring Manga Characters

o  Comic Panels used to affect the game in the lower screen

III. Target Audience

· All Ages, Casual Gamers, Platformer Fans

· Comic book readers

IV. Introduction & Story

The story begins as a mad scientist releases a virus through an entire power grid. As a result, it turns all appliances attached to an outlet into evil appliances that will attack humans. However, despite having all the appliances turn evil, a lone toaster is spared. That lone toaster is the only "good" appliance known and is the main character in the game. The story then continues as the toaster must save itself by breaking the evil appliances and eventually confront the Scientist who started it all to stop his "evil" plans.

<--- Spoilers and Planning past here --->
This story takes place in a sort of alternate future, I think. Somewhere there must be a world that designed the power grid to carry information, and that's necessary for the virus to work. As well, let's write the ability for the appliances to become sentient as a flaw in the rough nanotechnology that is used in them- the tendency to go berserk like a 1950's b movie.
As well, this story currently is a very nice good vs. evil tale. Let's make it a bit more muddy. Spoilers: The Scientist is the one who made the Toaster. The toaster's existence as a whole is directly related to his snapping and mobilizing the world's appliances against humanity- specifically the humanity in the AETAE (Academy o Electrical and Thinking Appliance Engineers), this world's kitchen appliance centric version of the IEEE. His plan was initially to get back at them for rejecting his ideas, scorning him and ruining his life.
Of course, like any good scientist, this puts him in mind for revenge. He pawned his Cleaner Burning Toaster for the money for his ancient supercomputer, which he would spend a few years using to design a virus that would send the hordes of light fixtures and mixers in a rage against the human machine. His job as a designer of flashy consumerism may be done, but it was easy to use that degree to get into management at the Hydro-electrical Plant that powers the entire North East.
What's worse is that he plans to ride out and be the savior of humanity when he uses an EMP Bomb to destroy his own virus- after the world is sufficiently dystopian that he will not be questioned for conveniently having military grade weapons the military couldn't even find.
Meanwhile, the toaster's story continues after he escapes the house. He knows what he must do- even if he doesn't know why he must do it or why he knows it. (We should play with this somehow.)
The toaster's platforming adventures should reveal that while he is mostly surrounded by raging office equipment that wants to staple his cord to the ceiling that he isn't alone. That there are more like him.
And then set that toaster oven's broiler to "Betrayal". :V
It might also be nice to explore some of the idea of "Good vs. Evil" considering it seems more like it's Rational thinking toaster vs. Irrational behaving everything else than good vs. evil, though the player probably will perceive it as good vs. evil anyway.
Most of the story will be told through animated cut scenes resembling reading a comic within the flash. The toaster's story in pencil/ink/color, flashbacks in sepia of course.

V. Immediate and long term projected socio/cultural project impact

VI. Delivery System & Requirements

Flash, ActionScript 3

VII. Interface

·  Title screen: new game, continue, options, exit

·  Minimal on-screen HUD: # lives, health, power

·  Pause screen

VIII. User Interaction

Users interact with Off the Grid via keyboard. The arrow keys will be used to maneuver around the screen while other keys will be used for specialattacks (specific keys are to be determined).

IX. The World Layout

The world layout consists of a physical space. In Off the Grid, this space is held in different areas of the kitchen.

X. Level Design

·  linear flow through the levels - can't go backwards

·  levels presented as "comic book issues" in a comic book series

·  each level has its own distinct feel

o  themed levels

o  color

o  different enemies

·  levels:

1.  Kitchen

2.  Office

3.  Warehouse/Landfill?

4.  Laboratory/Power plant?

·  interaction with objects in level:

o  zip line

XI. Visualization- characters, flow charts,

Character Concepts:

Characters:

1. Player Character:

Name: The Toaster

Abilities:

Horizontal Movement

Jumping

Cord Abilities

As a Whip

As a Grapple

Bread Missiles

Toaster Strudels

Sneering with that face

Sound effect when taking damage

Physical Description:

Personality:

2. Non Player Characters:

Enemies:

Small Enemies:

Level 1 - Kitchen:

Ninja Blenders

Microwave

Roomba

Stove

Bosses:

Refrigerator (First Level)

Mad Scientist (Last Level?)

XII. Music/ Sound Design

Robert Link is the appointed Music/Sound Developer in the group.

sound effects:

·  collisions

·  explosions

·  breaking comic frames

XIII. Rules and Gameplay A. Setup, B. Gameplay, C. Scoring

A. Setup:

B. Gameplay: Each picture in the comic is a different scene in the game. A player can have the toaster maneuver through any scene by breaking through the comic dividers. Going to a different picture in the comic does not change storyline, it merely changes the way a player gets to the boss. Hence, a player has full control over their path in gameplay.

·  power-ups:

o  lightning bolts - fills power bar

o  (health item)

o  (extra lives)

o  (ammo, bread, toaster strudels)

C. Scoring: There is no numeric scoring system. Success/failure is based on lives: when you run out of lives, the game is over. The goal is to complete all levels.

XIV. Program Structure

XV. Technical Specs: Physics, Rendering System, Lighting Models

Doesn't require much in this. Platformer physics don't need a physics engine that much. Graphic effects would be nice though to get thecomic feel to its maximum.

XVI. Implementation

This game is implemented through theAdobe Flash engine and is written in ActionScript 3. The engine will be handling all renderings, collisions, and will accept user input.

XVII. Production Timeframe

8-Oct / 13-Oct / 15-Oct / 20-Oct / 22-Oct / 27-Oct / 29-Oct / 3-Nov / 5-Nov / 10-Nov / 12-Nov / 17-Nov / 19-Nov / 27-Nov / 26-Nov / 1-Dec / 3-Dec
Phase III Game Prototype and Formal Group Presentation
Phase IV Game Content
Phase V Refinement
Phase VI Further Refinement and Formal Presentation
Phase VII Project Work
Phase VIII Final Project Reviews & Formal Presentation
Phase IX Perfected Game & Formal Presentation
Modifications to the Design Document
Storyboard
Rules & Gameplay
Storyline
Level Design
Music/Sound Design
Characters
Game implementation
Testing & Debugging

Breaking down into Milestones:

Milestone 1:

·Finish Conversion of prototype code to ActionScript3

· Start implementing all the player abilities, movement between panels, between pages, etc.

· Base Sprites

· Gameplay Finalized

· Storyline, Storyboard

· Level Design for Level 1 finished

· Sound Effects for Player Character

Due: Oct 15

Milestone 2:

· Enemy Animations Finished.

· Complete all player abilities, including movement between panels, between pages, all possible actions.

· Interface working. Pause Screen. Death Screen. Main Screen (turn on). If needed Loading Screen.

· Redraw the Intro page and implement in flash as an animation.

· Player Health and Energy should be Implemented

· Implement Storyline in Level

· Level 1 Backgrounds Finished?

· Begin Enemy AI Programming

Due: Oct 29

Milestone 3:

· Effects: Explosions, Sound Effect Text, Word Balloons

· All Game Elements should be implemented.

· All Enemy Animations Completed

· All Enemy Programming Complete

· Level 1 Completely Implemented

· Interface Finished

· All Sound and Music Finished, Ready to be put in the game.

· Have most sound placed in the game.

Due: Nov 12

Milestone 4:

· Polish Polish Polish (Not Lithuanian)

· Bug Fixes

· Sure up any inconsistencies in the animation, story, or sound.

Due: Dec 1st

Milestone 5:

· Hand in

Due: Dec 3rd

XVIII. Research

XIX. References

Making Comics by Scott McCloud