beat maze game design document€¦ · web viewbeat maze game design document version 1 bianca...

22
Bianca Dohnt 8-10-2013

Upload: others

Post on 08-Aug-2020

10 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

Bianca Dohnt8-10-2013

Page 2: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

CONTENTS

Design History1. Game Overview 3

1.1. Elevator Pitch 31.2. Game Concept 3 1.3. Game Atmosphere 31.4. Genre 31.5. Experience Flow Summary 3 1.6. Project Scope 4

1.6.1. Number of levels 41.7. Selling Features 4

2. Section II - Gameplay and Mechanics 42.1. Gameplay 4

2.1.1. Objectives 42.1.2. Play Flow 4

2.1.2.1. Menu Screens 42.1.2.2. Gameplay 42.1.2.3. Gameover 5

2.2. Mechanics 52.2.1. Level Length 52.2.2. Music 52.2.3. Movement 5

2.3. Screen Flow 62.3.1. Screen Flow Chart 62.3.2. Screen Descriptions 6

2.3.2.1. Main Menu Screen – Techno 62.3.2.2. Level 2 Screen – Bangers 72.3.2.3. Level 3 Screen – Dubstep 72.3.2.4. Defeat Screen 72.3.2.5. High Score Screen 72.3.2.6. Title Screen 7

3. Section III – Story, Setting and Character 83.1. Story and Narrative 83.2. Game World 8

3.2.1. General look and feel of world 83.2.2. Techno 83.2.3. Bangers 83.2.4. Dubstep 8

3.3. Characters 84. Section IV – Levels 9

4.1. Level #1 - Techno 94.1.1. General Description 94.1.2. Physical Characteristics 94.1.3. Difficult 9 4.1.3.1 Music Difficulty 9

1

Page 3: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

4.1.3.2. Visual Difficulty 94.2. Level #2 – Bangers 9

4.2.1. General Description 94.2.2. Physical Characteristics 94.2.3. Difficulty 10

4.2.3.1. Music Difficulty10

4.2.3.2. Visual Difficulty10

4.3. Level #3 – Dubstep 10 4.3.1. General Description 104.3.2. Physical Characteristics 104.3.3. Difficulty 10

4.3.3.1. Music Difficulty10

4.3.3.2. Visual Difficulty 11

5. Section V – Interface 115.1. Visual System 11

5.1.1. HUD 115.1.2. Menus 11

5.2. Control System 115.3. Music 11

5.3.1. Techno 12 5.3.2. Bangers 125.3.3. Dubstep 12

6. Section VII – Technical 126.1. Target Hardware 12

7. Section VIII – Game Art. 127.1. Concept Art 12

7.1.1. Menu Screen 127.1.2. Maze 137.1.3. Defeat 13

7.2. Style Guides 137.2.1. Colour Palate 13

8. Appendices 138.1. Asset List 13

8.1.1. Art 138.1.2. Animation List 148.1.3. Effects List 148.1.4. Interface Art List 148.1.5. Sound 14

8.1.5.1. Interface Sounds14

8.1.6. Music 14

2

Page 4: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

Design History

Beat Maze was conceptualized by Bianca Dohnt for the university unit Emerging Technology Design. Tasked with designing a game for mobile devices, Bianca was inspired by the games Super Hexagon, The Legend of Grimrock, Dance Dance Revolution, and the Windows 95 Maze Screensaver.

1. Game Overview1.1. Elevator Pitch

Beat Maze is a first person rhythm game where you play as the hero, trying to escape a labyrinth where terror lies at every turn. The only way to survive is to follow the beat of the rhythm to outwit the mastermind behind the maze.

1.2. Game Concept

Beat Maze is a first person rhythm game that takes place in a maze. The player automatically travels forward through the maze as hallways pass on either side. Arrows light up on the ground pointing the direction that will lead the player to safety. The player must tap on next arrow pointing down that hallway in time with the beat of the music to successfully travel down that hallway. The player is then taken to a new corridor, and the process repeats.

The aim of the game is to survive as long as possible in the game without making any incorrect choices. Each level will have the ability to be played infinitely, however the difficulty will increase exponentially and make it impossible to continue.

1.3. Game Atmosphere

The atmosphere of Beat Maze is similar to that of a dance club. It is dark, with pulsing lights and fast paced movement. It will make the player’s heart beat faster, adrenaline pumping. A single mistake will make you have to restart the game.

1.4. Genre

Beat Maze is a First Person Rhythm game.

3

Page 5: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

1.5. Experience Flow Summary

The player is brought into the game to a title screen for 2 seconds, then to the main menu screen displaying the Level #1 option. The player may choose that level, or use the sideways scroll button to choose another level. Once the level is chosen, the player is placed in the game. Once the player makes a mistake they see the defeat screen for 2 seconds, then are taken to the High Score screen where they can choose to play again, or choose another level. If they choose to choose another level they are brought to the main menu.

1.6. Project Scope1.6.1. Number of levels

Initial release of the game will include 3 infinite length levels of varying difficulty.

1.7. Selling Features

Can be played for a short amount of time (waiting in line etc), can pick up and play really quickly (no loading times, fast to get to gameplay), music styles are really popular right now, shareable high scores

2. Section II - Gameplay and Mechanics2.1. Gameplay

The player travels on rails throughout a maze until prompted to make a decision to enter a doorway. These prompts come via arrows on the floor of the maze flashing in time with the accompanying music.

2.1.1. Objectives

To beat your high score for the length of time spent in the maze.

2.1.2. Play Flow

2.1.2.1. Menu Screens: The player is brought into the game to a title screen for 2 seconds, then to the main menu screen displaying the Level #1 option. The player may choose that level, or use the sideways scroll button to choose another level. Once the level is chosen, the player is placed in the game.

2.1.2.2. Gameplay: The player is placed in the dark maze, instantly beginning to travel forward as the song begins at a random place in the song. A few beats into the song an arrow will light up on the floor of the maze, indicating which doorway should be chosen. Another arrow will light up pointing directly down the hallway, and the

4

Page 6: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

player must choose it in time with the beat of the music to successfully choose that hallway. This will repeat as difficulty increases until the player makes a mistake (either chooses the wrong hallway, does not choose a hallway or taps on an arrow out of time of the music). The directions the arrows point is random.

2.1.2.3. Gameover:Once the player makes a mistake they see the defeat screen for 2 seconds, then are taken to the High Score screen where they can choose to play again, or choose another level. If they choose to choose another level they are brought to the main menu.

2.2. Mechanics2.2.1. Level Length

The maze is never ending, with the arrows depicting which side of the device to tap in order for the player to continue playing. The directions are decided randomly, to remove the option of memorization from helping players to last longer in the level.

2.2.2. Music

The music will begin at a random part of the music each time the player chooses that level, and will repeat infinitely as the player continues the game.The seconds counter must be able to count up to 99,999.99 (over 1 day) to remove the probability for a player to reach the limit.

2.2.3. Movement

The player moves smoothly through the maze with no interruption to the movement, as though on rails. The player must travel through the maze automatically in time with the music. This will be different for each level of the game. Doorways must pass the player on each side in time with each count of the music, arrows only lighting up on the floor every 8, 4, 2, 1 or ½ count as depicted in the difficulty of that level.Once the player clicks on the correct arrow to choose that doorway, the camera must travel around that corner fast enough for there to be no interruption to the rhythm of the music.

5

Page 7: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

2.3. Screen Flow2.3.1. Screen Flow Chart

2.3.2. Screen Descriptions 2.3.2.1. Main Menu Screen - Techno

The main menu introduces the game and offers the first level option, ‘techno’. It is the default screen that is shown when the player opens the game. It is also the screen that is shown after the High Score Screen if the player decides to choose a different level than the one they just

6

Page 8: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

played. It also displays the highest score for the techno level to taunt the player into playing again to beat their score.

2.3.2.2. Level 2 Screen - Bangers

Identical to the main menu apart from the level name. This screen is the way to choose the second level option, a level featuring a song from the genre ‘bangers’. It also displays the highest score for that level to taunt the player into playing again to beat their score.

2.3.2.3. Level 3 Screen – Dubstep

Identical to the main menu apart from the level name. This screen is the way to choose the thirs level option, a level featuring a song from the genre ‘dubstep’. It also displays the highest score for that level to taunt the player into playing again to beat their score.

2.3.2.4. Defeat Screen

The defeat screen shows instantly when it has been determined that the player has made a mistake and the game is over. It is shown for 2 seconds and interrupts the game play to show the player that they have made a mistake and that the game is over. It is intended to frustrate the player slightly, interrupting their flow and making them want to start again.

2.3.2.5. High Score Screen

Shown immediately after the defeat screen, the high score screen shows the most recent score (game just played) and the top score of that level. It is intended to taunt the player into replaying the level immediately in order to beat the high score. It is also a type of congratulatory screen for the player to share with their friends to show how good they are at the game.

2.3.2.6. Title Screen

The title screen is shown for 2 seconds before the main menu screen is displayed when the player first opens the game. It is to remind the player of the name of the game development company who made the game.

7

Page 9: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

3. Section III – Story, Setting and Character 3.1. Story and Narrative

The player has been trapped in a maze and must follow musical hints to escape. Little do they know that there is no escape.

3.2. Game World3.2.1. General look and feel of world

The maze is based on a nightclub feel. It is dark, with flashing lights and electronic music. The difficulty of the levels increases through the use of music and club based visual effects including equalizers and disco balls and light up floors reminiscent of Saturday Night Fever. Neon Colours.

3.2.2. Techno

Black maze with neon yellow arrows and equalizer wall texture as difficulty increases.

3.2.3. Bangers

Black maze with neon magenta arrows and disco ball wall texture as difficulty increases.

3.2.4. Dubstep

Black maze with neon cyan arrows and light up floor texture as difficulty increases.

3.3. Characters

The character is the player. They have no distinguishable features as the game view is first person and the player is never shown. This gives the player the feeling that it is them who are travelling through the maze, giving them a more visceral reaction to the game.

8

Page 10: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

4. Section IV – Levels4.1. Level #1 - Techno

4.1.1. General Description

The first level of Beat Maze. It features music from the Techno genre, generally about 180bpm. The level will be straight forward and is the easiest level, even though the bpm is higher than that of the Bangers or Dubstep level.

4.1.2. Physical Characteristics

The techno level begins with the maze all black, walls outlined in white, with the arrows lighting up neon yellow.

4.1.3. Difficulty 4.1.3.1. Music Difficulty

At the beginning of the level, the arrow directions will flash once every 8 counts of the music, with the player to tap the arrow on the following 8 count. After the first two 8 counts, the arrows will begin to come on the 4 count, with the player to tap on the arrow on the following 4 count. After four 8 counts, the arrows will come on the 2 count, with the player to tap on the arrow on the following 2 count. The 2 count difficulty will remain constant throughout the rest of the level

4.1.3.2. Visual Difficulty

After the first 10 seconds of gameplay, the wall texture will begin to light up with a mostly transparent (faded/light) equalizer, pulsing in time with the music. It will darken/brighten/become less transparent over the next 15 seconds to its full intensity.

4.2. Level #2 - Bangers4.2.1. General Description

The second level of Beat Maze. It features music from the Bangers genre, generally about 100bpm. The level will be more complicated and is the medium difficulty level.

4.2.2. Physical Characteristics

9

Page 11: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

The bangers level begins with the maze all black, walls outlined in white, with the arrows lighting up neon magenta.

4.2.3. Difficulty4.2.3.1. Music Difficulty

At the beginning of the level, the arrow directions will flash once every 4 counts of the music, with the player to tap the arrow on the following 4 count. After the first two 8 counts, the arrows will begin to come on the 2 count, with the player to tap on the arrow on the following 2 count. After four 8 counts, the arrows will come on the 1 count, with the player to tap on the arrow on the following 1 count. After four 8 counts, the arrows will come on the ½ count, with the player to tap on the arrow on the following ½ count. This difficulty will remain constant throughout the rest of the level.

4.2.3.2. Visual Difficulty

After the first 10 seconds of gameplay, the room will begin to light up with a mostly transparent (faded/light) disco lights, flashing in time with the music. It will darken/brighten/become less transparent over the next 15 seconds to its full intensity.

4.3. Level #3 - Dubstep4.3.1. General Description

The third level of Beat Maze. It features music from the Dubstep genre, generally about 70bpm. The level will be more complicated and is the hardest difficulty level.

4.3.2. Physical Characteristics

The dubstep level begins with the maze all black, walls outlined in white, with the arrows lighting up neon cyan.

4.3.3. Difficulty4.3.3.1. Music Difficulty

At the beginning of the level, the arrows will come on the 1 count, with the player to tap on the arrow on the following 1 count.

10

Page 12: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

After four 8 counts, the arrows will come on the ½ count, with the player to tap on the arrow on the following ½ count. This difficulty will remain constant throughout the rest of the level.

4.3.3.2. Visual Difficulty

After the first 10 seconds of gameplay, the floor texture will begin to light up with a mostly transparent (faded/light) squares of light (reminiscent of Saturday Night Fever), pulsing in time with the music. It will darken/brighten/become less transparent over the next 15 seconds to its full intensity. No Cyan in the colours of the floor texture so as to distinguish the arrows slightly.

5. Section V - Interface5.1. Visual System

Landscape orientation for smartphones and tablets ONLY.

5.1.1. HUD

While in gameplay, the only information displayed as well as the gameplay itself will be a timer in the upper right hand corner. It will display the time th player has been in the level in seconds, milliseconds and microseconds (ie. 4.53 seconds).

5.1.2. Menus

Landscape orientation, black with neon writing corresponding to the arrow colour for that level. The only options that can be chosen are left, right and Level. The left and right take you to different level options.

5.2. Control System

The game is controlled by tapping the touch screen. This includes gameplay controls and menu controls. There are three sections of the screen that can be activated. On the menu screens there is left, center and right. In the gameplay there is left and right.

5.3. Music

All of the music should NOT have lyrics.The music must be endlessly and seamlessly repeatable.The music must be able to begin at any point of the music and make sense

11

Page 13: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

5.3.1. Techno

180 bpm electronic dance music. Techno music relies on heavy bass lines, pulsing rhythms and little to no lyrics (Wisegeek 2013).

Reference: http://www.youtube.com/watch?v=XDDcsufYybw

5.3.2. Bangers

100 bpm electronic dance music. According to Cunningham (2013) “A refreshing slant on electro; packed with soaring filthy bass lines, bottom heavy DF fillers and hard-hitting rhythms”

Reference: http://www.youtube.com/watch?v=u5hOirIhNDc

5.3.3. Dubstep

70 bpm electronic dance music. Dubstep music is best recognized by its use of ‘drops’ which involve sub bass frequencies mixed with syncopated beats (Norman, B 2013).

Reference: http://www.youtube.com/watch?feature=player_detailpage&v=WpXi7uMBMeU#t=63

6. Section VII – Technical6.1. Target Hardware

Beat Maze is for smartphones and tablets.

7. Section VIII – Game Art7.1. Concept Art

7.1.1. Menu Screen

12

Page 14: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

7.1.2. Maze

7.1.3. Defeat

7.2. Style Guides

All colours must be neon. The majority of the maze must be dark at all times. The outlines of the walls must be white.

7.2.1. Colour Palate

13

Page 15: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

8. Appendices8.1. Asset List

8.1.1. Art Defeat Face Arrow Maze wall Numbers Letters Disco Lights Equalizer Disco Floor

8.1.2. Animation List Arrow flashing Character moving forward through maze Turning corner Equalizer flashing Disco Light movement Disco floor movement

8.1.3. Effects List Fading of equalizer Fading of disco lights Fading of disco floor

8.1.4. Interface Art List Arrows Letters Maze Logo

8.1.5. Sound8.1.5.1. Interface Sounds Moving between choosing levels Choosing level

8.1.6. Music Techno Bangers Dubstep

9. Bibliography

14

Page 16: Beat Maze Game Design Document€¦ · Web viewBeat Maze Game Design Document Version 1 Bianca Dohnt 8-10-2013 CONTENTS Design History Game Overview 3 Elevator Pitch 3 Game Concept

BEAT MAZE

Cunningham, K, 2013, A beginner's guide to the Melbourne sound with Will Sparks, In The Mix, viewed 8 October 2013, http://www.inthemix.com.au/features/55516/A_beginners_guide_to_the_Melbourne_sound_with_Will_Sparks

Norman, B, 2013, Dubstep, About.com, viewed 8 October 2013, http://dancemusic.about.com/od/genres/g/Dubstep_Definition.htm

2013, What is Techno Music? WiseGEEK, viewed 8 October 2013, http://www.wisegeek.com/what-is-techno-music.htm

15