Changes between Version 1 and Version 2 of Projects/Kung Fu/GDD
- Timestamp:
- Oct 9, 2005, 2:46:18 PM (19 years ago)
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Projects/Kung Fu/GDD
v1 v2 17 17 18 18 == Key Features == 19 * Melancholy meter instead of a health meter.20 * Multiple ways to progress through each level.21 * Flashbacks and spiritual encounters with Kung Fu Master.22 * Interesting storyline.19 * Melancholy meter instead of a health meter. 20 * Multiple ways to progress through each level. 21 * Flashbacks and spiritual encounters with Kung Fu Master. 22 * Interesting storyline. 23 23 24 24 == Locations == … … 28 28 29 29 The five levels will have the following settings: 30 * Training at a Shaolin temple31 * Railroad32 * Coal town33 * Gold mine34 * Cottage30 * Training at a Shaolin temple 31 * Railroad 32 * Coal town 33 * Gold mine 34 * Cottage 35 35 36 36 == Competing Products == … … 129 129 == Training == 130 130 The training level will be simple but serve several purposes. 131 * introduce players to the simple controls132 * illustrate several ways in which the controls allow the player to interact with the world133 * ''introduce'' the player to some enemies134 * establish a relationship between the player and the old man131 * introduce players to the simple controls 132 * illustrate several ways in which the controls allow the player to interact with the world 133 * ''introduce'' the player to some enemies 134 * establish a relationship between the player and the old man 135 135 === Objectives === 136 * "Grab this pebble from my hand" => welcome speech from old man137 * break boards138 * walk across balance beam139 * carry water140 * fight one guy141 * fight a bunch of guys142 * meditate143 * grab the pebble136 * "Grab this pebble from my hand" => welcome speech from old man 137 * break boards 138 * walk across balance beam 139 * carry water 140 * fight one guy 141 * fight a bunch of guys 142 * meditate 143 * grab the pebble 144 144 145 145 == Railroad == … … 149 149 intended to introduce the player to progression and typical interaction in the 150 150 game. 151 * Teach the player that decisions, not just fighting abilities, have an impact152 * Player gets thrown in jail153 * Innocent people may be killed151 * Teach the player that decisions, not just fighting abilities, have an impact 152 * Player gets thrown in jail 153 * Innocent people may be killed 154 154 === Objectives === 155 * Get out of jail156 * Free the people157 * Fight ninjas155 * Get out of jail 156 * Free the people 157 * Fight ninjas 158 158 159 159 == Coal Town == … … 164 164 165 165 === Objectives === 166 * Angry person who does nothing but attack you.167 * Defeat him?168 * Get him a special item hinted by someone else in town.169 * Settle a brawl between two people in town.170 * Attack one, the other, or both?171 * Kill one, the other, or both?172 173 * Initiate and get to the other side of a barfight.174 * Join in or not?175 * Get help from a lady in town.176 * Listen to her or just put up with her?177 * Fight off random ninjas.166 * Angry person who does nothing but attack you. 167 * Defeat him? 168 * Get him a special item hinted by someone else in town. 169 * Settle a brawl between two people in town. 170 * Attack one, the other, or both? 171 * Kill one, the other, or both? 172 * Bring someone else into the mix? 173 * Initiate and get to the other side of a barfight. 174 * Join in or not? 175 * Get help from a lady in town. 176 * Listen to her or just put up with her? 177 * Fight off random ninjas. 178 178 179 179 == Gold Mining Operation == … … 182 182 183 183 === Objectives === 184 * try to help cat, cause its death185 * find another "replacement" cat by doing chores for a lady186 * break things187 188 189 * fight ninjas190 * protect cat when ambushed184 * try to help cat, cause its death 185 * find another "replacement" cat by doing chores for a lady 186 * break things 187 * carry things 188 * find something and return it 189 * fight ninjas 190 * protect cat when ambushed 191 191 192 192 == Cottage on the Beach == … … 225 225 226 226 = Scope Summary = 227 * Top down gameplay228 * Simple player abilities229 * Stand230 231 232 233 234 * Hostile Enemies235 * Ninjas236 237 * Interactive Objects238 227 * Top down gameplay 228 * Simple player abilities 229 * Stand 230 * Walk 231 * Jump 232 * Punch 233 * Pick up / carry / drop 234 * Hostile Enemies 235 * Ninjas 236 * Some Townspeople 237 * Interactive Objects 238 * About 15 unique objects for the sole purpose of finding, taking somewhere, and dropping / giving to someone. 239 239 240 240 = Game Mechanics = … … 260 260 the player's hand. 261 261 262 * Cat263 * Key264 * Book265 * Flowers266 * Money267 * Chunk of gold268 * Stuffed animal269 * Glass of water270 * Hammer271 * ... others undecided262 * Cat 263 * Key 264 * Book 265 * Flowers 266 * Money 267 * Chunk of gold 268 * Stuffed animal 269 * Glass of water 270 * Hammer 271 * ... others undecided 272 272 273 273 = AI System = … … 287 287 A very simple scripting system will be made to control most NPC's. This will 288 288 mediate behaviors including the following: 289 * Waiting until a certain condition to spawn290 * Presenting dialog to the player291 * Walking between waypoints292 * Following a person293 * Attacking a person294 * Changing behaviors when presented an object289 * Waiting until a certain condition to spawn 290 * Presenting dialog to the player 291 * Walking between waypoints 292 * Following a person 293 * Attacking a person 294 * Changing behaviors when presented an object 295 295 296 296 == Hit System == 297 297 Each hit to an enemy will bring it closer to death. 298 * pushed back299 * pushed back, stunned temporarily300 * pushed back, stunned longer301 * knocked on ground, stunned even longer, has to get back up302 * killed298 * pushed back 299 * pushed back, stunned temporarily 300 * pushed back, stunned longer 301 * knocked on ground, stunned even longer, has to get back up 302 * killed 303 303 304 304 == Navigational Objects == 305 * There will be objects which obstruct the player until broken. This includes some doors.306 * There will be doors which require a certain key to open.305 * There will be objects which obstruct the player until broken. This includes some doors. 306 * There will be doors which require a certain key to open. 307 307 308 308 = UI Design = … … 324 324 = Music and Sound Effects = 325 325 Different music will be used for each of the following areas. 326 * Main menu327 * Level 1328 * Level 2329 * Level 3330 * Level 4331 * Level 5332 * Good meeting with Kung Fu master333 * Bad meeting with Kung Fu master326 * Main menu 327 * Level 1 328 * Level 2 329 * Level 3 330 * Level 4 331 * Level 5 332 * Good meeting with Kung Fu master 333 * Bad meeting with Kung Fu master 334 334 335 335 Sound effects will be found or made to fill in any interesting actions the 336 336 player may do. 337 * numerous punching / getting hit sounds338 * board breaking sounds339 * cat sounds340 * door opening sounds341 * water sounds342 * walking sounds337 * numerous punching / getting hit sounds 338 * board breaking sounds 339 * cat sounds 340 * door opening sounds 341 * water sounds 342 * walking sounds