November 25, 2012Comments are off for this post.

Mission Design Document: The Factory

MISSION DESIGN DOCUMENT: THE FACTORY - ACT 02

Act 02 – Overview

In the Act 02 of "The Factory", the level will introduce the Second Base Area (B2) of the Old Robot Factory. The player needs to find a way to turn ON the factory system again - by finding the battery and plugin in the core - to be able to access the elevator to the third base floor. During all his way, the player will need to protect himself against two new Enemy AI, that will be activated right after the energy gets back. One enemy is in patrol mode and the other one hanging around. By restoring the energy and taking the new Time Weapon, the player can cross the laser corridor by delaying the time speed, and finally access the elevator. Accessing the new elevator, the Act 02 ends.

Estimated Difficulty: 7/10
Estimated Gameplay Duration: 5-6 minutes

Objective 01: Find the battery
Here the player begins in one side of the Base Area (B2) and needs to cross all the way to the other side, in search for the battery that will turn everything on. This first objective provides a good example of dark scenarios and dodging experience that the player will feel during the gameplay. To access the room that the battery is, the player will need to go to the top floor and destroy the glass floor, since the bottom floor has all doors closed from outside. The goal is to find the battery.

Difficulty: 6/10
Estimated time to complete: 2 - 3 minutes

Player Progression:

  • Start the mission right after access the B2 Floor;
  • Run and make your way ahead to access the next room. The player will face two different paths:
    - By accessing the ventilation tube, the player can go to the right and avoid the first wave of enemies;
    - By following the normal path, the player will face the first wave of enemies, but can also get a special Sustenance Reward: Armor Vest.
    - If the player loses, the game restarts from the beginning.
  • Make your way to the second floor to be able to access the top room;
  • Destroy the glass by shooting the pillars in the room, and breaking it with the impact;
  • Get the battery and finish the first objective.

Objective 02: Plug-in the battery in the Core

Just after have taking the battery, the player will need to do all his way back to the Core central room. This second objective forces the player to explore the level again by using different paths and analyzing how the level will change after the energy is on. The goal is to plug-in the battery in the Core System. By connecting the battery in the Core, the player will get a Time Weapon.

Difficulty: 4/10
Estimated time to complete: 1 minute

Player Progression:

  • Start the mission right after have taking the battery;
  • Run and make your way ahead by exiting the room through the door which was closed by outside;
  • Follow ahead avoiding the attack of the enemy of type 1 and access the stairs;
  • Plug-in the battery in the Core System achieving a Access Reward with the energy ON;
  • By connecting the battery, the player will get as a Facility Reward a Time Weapon and finish the second objective. 

Objective 03: Access the elevator

With the battery connected in the Core System, all the level will start to turn the energy on. Lights will start to glow and some environment changes will happen. The enemies of type 2 will also turn on, finally attacking the player in patrol mode. The third objective explores how the level is changed after the energy is restored to the factory. The goal is to cross the laser corridor by using the power of the new Time Weapon and accessing the elevator, finishing the Act 02.

Difficulty: 8/10
Estimated time to complete: 2 minutes

Player Progression:

  • Start the mission after have taking the Time Weapon;
  • Face the first wave of new enemies that are awake now: o If the player shoots the enemy he can paralyze it for a determined time;- If the player loses, the game restarts from the last checkpoint.
  • Follow ahead and access the stairs to the bottom floor;
  • Face the new wave of enemies 1 and 2 together;
  • Access the laser corridor;
  • Use the Time Weapon to slow the time and the movement of the laser:- If the player use the Time Weapon he can slow the time and cross the corridor;
    - If the player touches the laser he loses, and the game restarts from the last checkpoint.
  • By accessing the elevator the third objective ends and also the Act 02. 

Enemy Types:

01. Hanging Robot - Far Type

Hanging Robot is one of the oldest robots AI created by humans. Different of most of the other AI, he does not need energy to stay awake. But in consequence, he cannot move around, as he is always hung in the ceiling.

Hanging Robot has standard range behaviour. He is always away from the player. By being hung from the ceiling, he reacts to the physical environment and can be easily manipulated by the player when the player shoots him. But he can't be destroyed. Hanging Robot can only attack the ones who enter inside his radial range. Reward: There is no reward by shooting/killing the Hanging Robot.

02. Patrol Robot - Near Type

Patrol Robot is a recent robot AI created by humans. They need energy to stay awake, since they have very strong weapon damage. Their body are composed by metal pieces and very long legs.

Patrol Robot has patrol behaviour and they move towards the player. By being shoot for a number of times by the player, the Patrol Robot enters in paralyze phase and this is how the player can get advantage and run away. Patrol Robot cannot be destroyed. Reward: There is no reward by shooting/killing the Patrol Robot.

Enemy Groupings:

First Group: 3x Hanging Robot Group Behaviour: Controller

By being positioned and hung in the ceiling, the first group of Hanging Robots will manipulate the player in a way that he will need to choose between the best path to follow, and how to react according to the enemy position.

Second Group: 2x Patrol Robot Group Behaviour: Controller

As well as the first group of enemies, the two Patrol Robots will manipulate the player's strategy and path, by attacking him after they are connected with the Core System.

Third Group: 3x Patrol Robot / 1x Hanging Robot Group Behaviour: Master and Controller

Finally, the last group of enemies will behave in two different ways. The only Hanging Robot of this area of the level will behave as a Master and Controller enemy, since the player will need first to find the best strategy to avoid his attack coming from the up area, being manipulated by them. And second, acting as Master Enemy by improves the damage caused by the other 3 Patrol Robots.

November 9, 2012Comments are off for this post.

National Mech League

Level Overview:

Game Engine: Unity

National Mech League is a 9 - 15 minutes Single Player Campaign Dual Stick Shooter experience that consists of 4 Major Objectives with more than 3 conflicts per goal. The Single Player campaign is the only Game Mode available in National Mech League. The player takes on the role of a new pilot that wants to compete in the new season of the National Mech League. As the player progresses through the Single Player campaign, they must face a series of tests in the first Section of the League Arena, to learn the basic mechanics of the game. After that, the player will navigate their way through the environments of the League Arena – divided into sections – to reach the top central platform and fight against the League Boss.

Single Player Progression:

The player's progression through the Single Player Campaign occurs in 1 level and 4 sections. The League Arena is divided into four different sections. Each section differs by difficulties, enemies, hazards, advertisements, challenges and increasing environmental elevation. The player starts on the first floor and, by advancing and completing the Major Objectives, moves further to access new environmental elevation in their search to reach the top platform.

  • Stages and Single-Player Time Projections

The following chart is a projection of the expected gameplay time for each level of the game and the associate difficulty progression. As the campaign progresses, the difficulty will escalate to challenge the player. There are also three game modes available with progressively more difficult gameplay: chicken, normal and badass mode.

 

  • Single-Player Beat Chart

  • Victory Conditions

The main goal of National Mech League is to reach the Central Top Platform of the League Arena. As victory conditions the player will be ranked and compared with other players according to their results in the end of the game.

  • Environment Hazards

There are four different hazards in the League Arena of NML. All Hazards are there to strengthen and reinforce the concept of the “American Gladiator”, our biggest focus for our Arena Gameplay. The hazards are: Fire Hazard, Sand Hazard, Conveyor Belt and Magneto.

Stages / Areas:

The Paper Layout below contains a complete description of the unique level and 4 sections that the player goes through in NML, the League Arena.

  • League Arena Stage Progression

The League Arena has 4 different sections, divided into 3 different elevations / floors. Each section has its specific Major Objective as listed below:

    • Goals - League Arena:
      • Deactivate the Laser Gate by pressing x5 Power Buttons;
      • Control the position of the bridge by filling correctly the x3 Energy Targets;
      • Turn on the Pizza Box Elevator by placing x3 new slices of Pizza;
      • Press the button to turn on the Survivor Glass Room Door.
  • Progression Flow - Sections A to D

 

Design Notes:

Our biggest challenge with the levels and the game design was the fact that the main game mechanic is the shooting. So, how could we vary the gameplay for each area of the game, considering that all that the player can do is shoot? How could we change up the missions to keep the player interested and invested in the game? In the end the decision to add different hazards for each section, and to relate the whole game with the idea of a Gladiator Arena, helped a lot. The player will always be facing situations in which the whole environment will react against him, while the crowd will scream and celebrate based upon your decisions in game. All missions and designs needed to relate with our theme.

[box type="info"] For a detailed and complete Level Design Document with all Enemy Spawn Points and Level Progression, please request via e-mail.[/box]

Screenshots:

 

 

 

 

 

 

 

 

Game Trailer:

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