Game Design Document
(For Capture The Dude)




Game Concept 2
Intro ............................................................................ 2
Genre ............................................................................ 2
Platform ............................................................................ 2
Game Mechanics 3
Core Gameplay ............................................................................ 3
Modes of Play ............................................................................ 3
Scoring ............................................................................ 3
Types of Moves ............................................................................ 4
Game Flow ............................................................................ 5
Types of Characters ............................................................................ 5
Game Play Elements ............................................................................ 6
Game Physics and Statistics ............................................................................ 7
AI Features ............................................................................ 8
Multiplayer Features ............................................................................ 9
User Interface 9
Flow chart ............................................................................ 9
Game flow hierarchy ............................................................................ 9
Art 10
Overall Goals ............................................................................ 10
Marketing and Package Art ............................................................................ 10
Terrain ............................................................................ 10
Game Play Elements ............................................................................ 10
Sound and Music 11
Overall Goals ............................................................................ 11
Sound Effects ............................................................................ 11
Music ............................................................................ 11
Story 12
Level Requirements 13
Marketing Analysis 14
Technical Analysis 15





Game Concept


Introduction


Genre


Platform


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Game Mechanics


Core Game Play


MODES OF PLAY


SCORING

Who gets dunked Dunked by who Which dumpster Consequence
"the Dude" team A team A +10 points - team A
"the Dude" team A team B +10 points - team B
"the Dude" team B team A +10 points - team A
"the Dude" team B team B +10 points - team B
team A either team team A -8 points - team A
team A either team team B -5 points - team A
team A "the Dude" either -10 points - team A
team B either team team A -5 points - team B
team B either team team B -8 points - team B
team B "the Dude" either -10 points - team B



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Types of moves

hold a directional button walk in one of 8 directions
double-tap a directional button run in one of 8 directions
BUTTON 1 punch
BUTTON 2 kick
BUTTON 3 jump
BUTTON 4 block
ENTER key initiate in game chat, send chat message in both multiplayer setup and in game.
Other keyboard characters Most of the keyboard characters are capable of being used in the chat window and in game chat.
PUNCH while standing near a fallen object pick up object
PUNCH while holding an object swing object
KICK while holding an object throw object


Punch Kick Throw Pick Up Jump Kick Block



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Game Flow




Types of characters

The Dude :
"The Dude" is a smart and fast but physically inferior fighter to the standard team members. He is a pale scrawny fellow with thick glasses and a pocket protector. Since he is fairly weak and can't put up much of a fight, his main strategy is to run away and hide. Being the quickest of all "the Dudes", you'll probably have to get a running start to catch up with him. "The Dude" has roughly 50 percent the strength of a player but has 50 percent more speed to compensate. "The Dude" also has about 25 percent more health than the average player since he has a better diet and works out in his spare time.
The Beatmen :
The Characters are similarly shaped guys who look like your average guy, only much cooler. They are short and stocky but not very buff. They wear jeans and a T-shirt and their primary mission is to dunk "the Dude" and score more points than the other team. Characters are team players, always seeking to protect their turf and their fellow teammates. Each player on both teams shares a similar set of speed, health and strength attributes.



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Game Play Elements




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Game Physics and Statistics

Movement


Damage and recovery


Action Amount of Damage taken
Getting punched 5
Getting kicked 5
Getting jump kicked 10
Getting uppercutted 10
Getting power kicked 10
Running into a building 5
Falling off small building 10
Falling off medium building 30
Falling off tall building 80






Amount of health Speed of the slider for wriggling free
20 50
17 60
15 70
12 80
10 100
7 125
5 150
0 250




Size of hunk Avg Lvl Distribution Amt health given Respawn Time
Small 10 25 15
Medium 5 50 20
Large 2 75 25
Mother Hunk 1 100 30
Even if a player is at full health they can grab any one of these hunks of meat. After all, who wouldn't want to have a nice hunk of meat at their convenience?


General physics model





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AI features





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Multiplayer features




User Interface







Game Flow Hierarchy



Start/Splash screen - Consists several buttons linking to various game setup screens as single player setup, multi player setup, graphics options, control configuration, and credits. When the player clicks on one of these buttons there is a brief transition and then the new menu/game setup comes up.
Single player setup- One human player with 2 computer controlled teammates versus a team of 3 computer controlled players. From here the player sets up the map they wish to play, the game mode, team color, and team name. The selection for each of these options is via list boxes such as those used in a typical windows application. There will also be some small windows where items in the window are selected via clicking on them. When the player selects the launch game button the flow moves to the actual single player game with the options the user From this menu the player can quit the game or return to the start menu.
Multiplayer setup- Support for up to 6 human players with computer controlled players filling in any empty slots. From here the player sets up the map they wish to play, the game mode, team color, and team name. There is also a chat window and team setup area where incoming players can choose to switch teams prior to the start of the game. The selection for each of these options is via list boxes such as those used in a typical windows application. There will also be some mini windows where items in the window are selected via clicking on them. When the host player selects the launch game button everyone gets the message to start the game and the multiplayer beatings begin. From this menu the player can quit the game or return to the start menu.
Graphics Options - Allows the user to turn on/off certain graphics features so they can choose between performance or quality. Some options that can be toggled on and off include mipmapping, choosing between high and low detail, bit depth, screen resolution, and whether the game will run in full screen or windowed mode. There will be an apply button so that the user can change several options at once without having the system thrash around. From here the user can quit the game or return to the start menu.
Control Configuration - Allows the user to customize their game controls for each of the different major actions and for any movement using the keyboard. The joystick movement keys are fixed to the axes of the gamepad or joystick. From this menu user can quit the game or return to the start screen.
Credits - Basic screen displaying the members of the team



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Art


Overall Goals
The basic premise behind The player is that while there may be people fighting, everything must be as cartoony as possible so as to not imply any sense of true physical violence. As such, the characters are modeled very short and stocky. They are blocky and colorful and will use simple textures to simulate a cartoon like feel.
The Characters will have a unique 80's style look along with some Elvis style hair. There will be no blood inducing weapons such as knives or guns and the world will retain a cartoon style look. The animations for each character will also be exaggerated to add comical value to the atmosphere. The graphics in CTD feature a cartoonish, arcade style similar to the action titles of the 8-bit NES, such as Double Dragon, River City Ransom, and Super Dodgeball. For instance, each character is short and stocky, with stumpy limbs and a blocky head that makes up a full third of his total height. The goofy appearance enhances gameplay by creating a comical feel that draws players into the action.



Marketing and Package Art


Terrain


Game play elements



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Sound and Music


Overall goals


Sound Effects


GUI


Characters


Game Play Elements


Music





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Story


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Level Requirements





Level 1
    This is an introductory stage that allows players to get used to the basic game mechanics in CTD. There are four groups of buildings at opposite corners of the level (16 buildings total), with a wide-open intersection in the center for some unobstructed combat. In four of the buildings are each of the different kinds of meat that can be found in the game, such as sausage, chicken, steak, and the Mother Hunk. There are a few items available to aid the competition, like road cones.

    Dumpsters:
    6 locations for each team.
    There are many chances to be have face to face dumpsters for a heated game.

    Spawning locations:
    5 total
    The one in the middle makes you easy to see.
    The four which are surrounded by buildings are a little safer, but it's possible to lose your sense of direction since they all look the same.
Level 2
    This stage is slightly larger and thus makes it more difficult to find other players. The main feature of this stage is that, while the dumpsters are located on the ground level, the only way to reach them is by running across some nearby rooftops. Thus, in addition to merely hoisting "the Dude" and carrying him back to base, you must do so while jumping from building to building. Hey, it's tougher than you'd think!

    Dumpsters:
    1 location for each team.
    The dumpsters are hidden from everything, and can only be reached from the rooftops.

    Spawning locations:
    2 total
    The one on the building gives you a height advantage over your competitors.
    The other one puts you right in the middle of the action.
Level 3
    This is the largest of all the stages, with tons of buildings and numerous dumpster locations to choose from. In each corner of the stage is one type of meat (4 total), so snagging that extra bit of energy during a match will require you to move quickly. Because of the immense size of the field, competitors will spend a good portion of their time running. Thus, there are plenty of stop signs that you can use to "STOP" your opponents right in their tracks. Use 'em!

    Dumpsters:
    5 locations for each team.
    There are many chances to be have face to face dumpsters for a heated game.

    Spawning locations:
    7 total
    The one in the middle makes you easy to see.
    The ones in the corners are secluded and next to meat and cones but can be isolated from the action.
    The four enclosed in a box of buildings can be confusing and can make you lose your bearings since they all look the same.
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Marketing Analysis



Title:
Developer:
Genre
Publisher:
Players:
Platform:
Released:
Super Smash Brothers
Nintendo
Fighting
Nintendo
1-4
Nintendo 64
April 27, 1999
Super Smash Brothers is probably the closest game on the market that resembles what our game is at its core. A cartoonish "cute" looking 3D fighting game that is just plain fun. Unlike Tekken, or Street Fighter, Smash Bros. does not rely on complex button combinations or a ton of moves to bring the game to life. This is what CTD is all about. We want people to pick up our game and figure out how to play in just under five seconds. Another resemblance from CTD and Smash Bros. is that the game's premise is simple. Kick, punch or throw the other character(s) to score points. That's it. The angles that the camera uses in this game are also very close to ours in that it always stays at one point on the Z axis and only slides up, down, or left, and right. This is good to keep the user focused on gameplay and not on what angle the world "should" be viewed in. It basically makes a 3D game feel like a 2D game. This too is what CTD is shooting for, we want our gameplay to resemble that of a 2D game in almost every shape and form.
Now that we have covered the similarities in Smash Bros. lets discuss the many differences. In CTD we are not focused on fighting other characters in one arena as in Smash Brothers. Instead CTD consists of a city with many objectives the character can choose from, such as defend the base, help an ally, or capture "the Dude". The only objective in Smash Bros. is to destroy all other characters, once that objective is complete, you win. In CTD you never die, nor do you ever use a gun, use piercing weapons, or fall down a bottomless pit, all these things happen to your character in Nintendo's Smash Brothers. In CTD destroying a character is not a move or an objective, we don't allow it. Furthermore our game concentrates on teamwork rather than the devastation of all opposing characters.



Title:
Developer:
Genre
Publisher:
Players:
Platform:
Released:
Power Stone
Capcom
Fighting
Capcom
1-2
DreamCast
Sept. 09, 1999
Power Stone is one of Capcom's first 3D fighting games with a few twists that CTD could definitely be compared with. First and foremost its 3D, and I mean full 3D to where you can move in 3D as well as have all objects in the world 3D. CTD will be set up in the same way, where everything is not only 3D but you can move around in the game world in 3D. Rather than Smash Bros. where things are 3D but you can only move left or right. Another compression Power Stone has is that it uses "simple" game play mechanics that make it easy to play. CTD will also follow that philosophy by having one punch button and one kick button rather than three for each (as seen in other fighting games). In Power Stone your character can manipulate objects in the environment, this too is something CTD will have. And the final similarity between Power Stone and CTD is it's graphics, as they are cartoonish and "cute". Other than that its just another arena one-on-one fighting game in a world full of one-on-one fighting games.



Title:
Developer:
Genre
Publisher:
Players:
Platform:
Released:
Street Fighter Alpha 3
Capcom
Fighting
Capcom
1-2
Playstation
May, 1999
Street Fighter Alpha 3 is the de facto of fighting games. If your going to have any sort of fighting game you'd better have some experience playing a street fighter game, because it's the series that started the whole one-on-one fighting genre. In fact it alone has taken what was the definition of a fighting game, (a game where you and maybe a friend fought multiple enemies, such as Double Dragon, and River City Ransom) and changed it to mean one-on-one arena fighting. CTD follows the older definition of fighting genre but still has some similarities to the new definition of fighting genre that SFA3 holds. Such as it's 2D style of gameplay, although you can't move up or down on the Z-axis as in our game, the gameplay incorporated into SFA3 is on par with what we are looking for in CTD. Another aspect that is comparable is how the art is colorful and cartoonish looking. Capcom has always been known for there art style in their games and SFA3 is no exception. You can't compare the way the fighting works in SFA3 to our game because SFA3 has a very complicated set of commands for your character and in our game the commands are nothing but complicated. For the rest of the game its just like the other competitive products on the shelf today, CTD is just too different to compare with. Its as though the old style of fighting genre has left us. We hope CTD can bring it back and breed some competitive analysis from such a great genre as the old style fighting games.



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Technical Analysis


Level Editor:
Skeletal Animation
Graphics Technology



Team roles

Art Director/Lead Tester - Eli Emerson
Technical Director - Tim Berry
Producer - Doug Quinn
Product Manager - Max Szlagor
Technical Writer - Greg Morchower
Designer - Richard Johnson


But what do these Roles mean? Not much, we are a tight unit of kick butt dudes.



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