Mutiny!: Islands GDD

 








Contents

Team.. 3

Mission Statement 3

Overview.. 4

Gameplay. 4

Features. 5

Weapons. 5

Damage Tables. 6

Characters. 6

Player Character 6

Pirate Grunt 6

Pirate Boss. 7

Coins. 8

Snowballs. 8

Re spawning. 8

Final Battle. 8

Development 9

Level Design. 9

The Islands History. 9

Layout 9

Art 10

Style. 10

Art Assets. 11

User Interface. 11

Audio. 12

SFX: 12

Music: 12

Audio Assets. 13

Technical Details. 13

Player Count 13

Platform.. 13

Controls. 14

Game engine. 14

Scripting. 14

Project Priority List 14

Prototypes and Milestones. 15

 

Team

 

The Alpaca Insurrection are

 

Eddie Hamill Audio

Euan Watt Program Lead

Oskar Lauritzen Gameplay Programmer

Daniel Watson Gameplay Programmer

Tone Persson Art Lead   

Chris Russell 3D Art

Lewis MacDonald Environment Art

Owen Smith Producer

Martin Carver Design

 

 

 

 

Mission Statement

MUTINY! Islands aims to be an exciting, complementary addition to the Hidden Armada developed game MUTINY! Working with the existing art style, feel and spirit of the game we hope to bring some new elements and fun experiences. Introducing new fire based dangers, weapons and problems, Islands will bring a sense of adventure that is an intricate part of sailing the high seas as a Pirate; discovering a new and diverse environment, fighting weird and wonderful Pirate rivals and collecting lots of lovely treasure.

 

Accompanying MUTINY! ISLANDS Project Documents also available

Technical Design Document by Euan Watt

Visual Style Guide by Tone Persson

Audio Design Document by Eddie Hamill

 

 

Overview

The Island level of the game MUTINY will take the co-op/competitive game play of the sea battles and combine it with elements of adventure and exploration in a unique Island setting.

Engaging in epic battle with islands the current occupants, players will journey through a variety of environments working as a team to break the islands defences.

Assault the Island, Sack the Base, Claim the Booty.

 

 

Gameplay

 

The Crew will spawn on the beach of the island catching sight of an Alpaca with treasure chests strapped to it. The crew's mission from then is to chase the alpaca through the island to claim its booty.


The pirates of the island will assault the crew as they adventure on. Chasing the treasure through a small settlement there fighting off enemy pirates.

 

The last stretch in the capture of the alpaca will be a perilous climb up a steep hill made even more perilous as giant snowballs barrel down the hill towards them.

At the top of the hill is the main island settlement, the pirates of the island will make a last stand to protect their Alpaca. If the crew successfully defeats the pirates they will have to the hammer wielding, cannon fisted Pirate Queen Broomhilde.

 

 

Features

 

Multiplayer Combat

               Team of up to 8 players can play cooperatively to fight through the defences of the island. 

    Number of attacking enemies scales to number of players.

 

Environmental hazards

               Snowballs barrel down the hill to stop player progression

               Falling into the ice cold water around the island will instantly kill unwary players.

    


Weapons

 

Cutlass

Standard Pirate weapon. This default weapon of the crew is replaced by any other weapon acquired and is regained when that new weapon is lost. Deals 1 point health damage per hit.

 

 

 

Damage Tables

 

 

Health Points

Basic Hit Damage

Player

100

50

Island Pirate

50

20

Boss

400

40

 

 

Basic Hit Damage

Damage Per Second

Fire*

No Hit Damage

20

 

*Fire lasts 4 seconds

 

Characters

 

Player Character

The player’s avatar in the world

Jump (A button) – Character will jump

Attack (X button) – Character will swing weapon to damage enemy

On Death the player will spill the coins they have collected         

 






 

Pirate Grunt

The Grunt is the standard enemy unit, numerous, fierce and ugly.  This Unit uses standard weapons, drops 10 coins on death.

Basic attack- Melee hit with weapon

              

A.I. Behaviour

               Will run toward nearest Target (player or coin) once dealt with, will target next Target.

Each spawn point spawns 3 ‘waves’ , each wave spawns 1 enemy per player on a sliding scale.



 

Pirate Boss

Broomhilde, Queen of the Island and the deadliest of foes, this giant Hammer wielding warrior will not give up the Alpaca or the Island easily.

 

Flame Rage

Broomhilde uses a magical attack spreading fire around her in a circle. The fire damages anyone who is touched by the flames

               AI Behaviour

Will move toward and attack nearest player. Flame attack activates every 10 seconds.






 

Gameplay

 

 

Coins

10 Coins will be dropped when an enemy pirate dies. These can be picked up by players and the coin count will show on the players HUD. I a player dies the coins they have collected will spill. Both other players and enemies can then collect those coins.

Coins will de spawn after 5 seconds.

 

 

Snowballs

Snowball spawn above the arch at the top of the hill and roll down the hill at the players. Snowballs are a 1 hit kill to players and enemies.

 Spawn angle of the snowballs vary slightly to change paths.

On contact, the snowball will sink through the floor and de spawn.

If the snowball hits the alpaca. The snowball will sink through floor and de spawn with no damage to alpaca..

 

 

Re spawning

When a player re spawns the character will drop onto the island from the sky.

When a player dies the character will be removed from the screen. The game will check every ten seconds if there are any players that need to re-spawn. If so they will all be spawned at the same time.

NPC will spawn from spawn closets shown as buildings or shacks in the level.

 

 

Final Battle

Players battle the Pirate Queen Broomhilde in a fight to the death.              

Enemy pirates will spawn in waves from ‘spawn closets’ around the outside of the arena.

               Players must kill Broomhide and the attacking pirates.

 

 

 

Development

 

Development will be taking a mostly agile approach with elements of the Waterfall method, more specifically it will be split into weekly sprints adhering to a Master Schedule. Prototypes will be created throughout will specific milestones at the Alpha, Beta and Final periods of development.

Tasks will be decided on a week by week basis with the focus being on their priority, any dependencies and team’s tasks as a whole.

 

 

 

Level Design

 

The Islands History

This dormant volcanic island has had many names over the years, each conquering band of pirates has named it a new in an attempt to stake their claim. The current owner is Broomhilde the self-appointed Pirate Queen. Her enormous stature, knowledge of fire magic, enormous hammer and cutthroat band of brigands has ensured her control of the island for near a decade.

At first glance the island seems like a barren waste of rocky beach and ice covered peaks. The islands placement in the 77 Seas of Suisekai makes it a great base of operations for those who like to plunder trade ships.

 

 

 

Layout

The island is one path that follows the coast round the island and up a steep slope in to the final boss arena at the top of the hill.


 

Art

 

More in depth information can be found in A Visual Style Guide by Tone Persson

 

Style

The style of Mutiny: Islands is based heavily on the style of Mutiny itself.

Staying true to the cartoony pirate feel, any new assets should be made in the same or complementary style. Using the concept art by Hidden Armada artist Michael Doig, we try to stay true to the humorous, brightly coloured style of Mutiny. It is important that with whatever designs are introduced we ask; Does this fit in the world of Mutiny?

The overall colour scheme of Mutiny is bright and quite saturated. Warm tones contrasted with cold ones is widely used and identifiable; lots of teal and oranges in different variations and ratios. With the Island setting being ice and snow the colour palette will be dominated by the cold colours and the warm details like the fire will contrast well.

 

Tools used

Autodesk’s Maya, Adobe Photoshop and Paint Tool Sai

 Art Assets

 

CHARACTERS

Player character

NPC enemy

NPC boss

Alpaca

 

WEAPONS

Sword

Club

Giant Snowball

Hammer (Boss Weapon)

 

ITEMS

Coin

Spawn Cabin

Rocks

Torch

Town Housing

 

User Interface

 

UI will be simple and minimal.

Main Screen

--Start

-Exit

Game Screen

Top centre

-Timer

-Crew coin counter

Bottom (Up to 8 shown)

-Player Character portrait

-Health bar

-Player Coin Counter

Pause Screen

-Resume

-Exit

 

Audio

 

More in depth information can be found in the Audio Design Document by Eddie Hamill

 

SFX:

The style of the audio within the mutiny game will be sticking to the style of the main game in that it will be a fun, cartoon like style hoping to keep the player immersed in the world of Mutiny as they play. Sound effect will be Foley produced.

 

Music:

Music for Mutiny: Islands is being outsourced. William McCarter has agreed to produce the soundtrack.

Will be typical of the sea chantey style with folk like elements and will be made up of 2 pieces. One being a jauntier track that will play as the crew make their way through the level battling enemies, and the other being a more dramatic, fast paced and driving piece for battle sequences and the main boss.

 

 

 

Audio Assets

Cold wind (ambient)

Soundtrack Standard (adventurous Jaunty Pirate)

Soundtrack Boss battle (battle. louder. bigger)

Sword hit

Club hit

Hammer swing

Fire

Fire (stuff burning)

Coin pick up

Death yelp (player)

Death yelp (NPC)

Death yelp (NPC boss)

Man on fire

Boss (laugh)

Boss (knock back reaction grunt)

Alpaca (random)

Alpaca (under attack)

Far Cry

Giant snowball rolling down hill

 

 

Technical Details

 

More in depth information can be found in the Technical Design Document by Euan Watt

 

Player Count

Players: 1 - 8 Players.

 

Platform

Mutiny is designed for the PC.

 

Controls

The game is played using a wired Microsoft Xbox360 Controller.

 

Xbox 360 Controller

Left Analogue Stick- 4D Time and Directional Movement.

X Button- Attack.

 A Button – Jump.

 

Game engine

Unity 4.6.3

 

Scripting

Mono Development

 

 

Project Priority List

 

CRITICAL

Player Character- Model, movement animation, basic combat animation, basic spawn.

NPC – Model, movement animations, basic combat, basic spawn.

Environment- Basic Model

 

HIGH

Fire - Torches, particle effects.

Alpaca - Model, movement animation, AI

Ice – Full Model, water texture.

Environment – Finished model.

U.I. – Basic

 

 

MEDIUM

Boss – Model, animations.

Player Character – Construction animation, combat refined

NPC – Combat refined

Multiplayer

Player Character – Final spawn

NPC – Final spawn

Coin– Model

Giant Snowball - Model

 

 

LOW

U.I. – Refined.

 

Prototypes and Milestones

 

Mutiny v1 Pre-Alpha (Due December 5th)

§  Working Camera Model (not final)

§  Fire, Coins, Alpaca and Box objects implemented (untextured)

§  Xbox controls implemented

§  Game Play:

o   Player can explore basic prototype environment.

o   Player can create and interact with fire, spreading it to other objects.

o   Player can interact with and destroy Boxes.

o   Coins can be picked up and tracked by the U.I.

o   Alpaca can follow player.

Mutiny v1 Alpha (Due February 13th)

§  Player and Enemy Pirate Model implemented, with textures and animations

§  Barricades, Boxes and Ice objects implemented, in their whole and broken forms

§  Environment Terrain blocked out and in-engine

§  Basic Fire based Puzzles implemented

§  Multi-Player implemented

§  Enemy and Alpaca have basic path-finding AI, enemy is able to attack the player

§  Basic U.I implemented, tracking Player Health and Gold collected

§  Required Audio implemented for current objects

§  Game Play:

o   Player can use torches and other fire sources to burn/melt Boxes, Barricades and Ice.

o   Player can fight and kill NPCs; if killed, player will respawn at start of level.

o   Player can move the Alpaca around to progress through the level.

o   Multiple Players can simultaneously explore the level within the current camera screen.

 

 

Mutiny v1 Beta (Due March 27th)

§  Boss Model implemented, with textures and animations

§  Enemy A.I refined to allow for more intelligent decisions

§  Complex Player Spawn implemented, refined Combat system, additional player animations implemented or refined

§  Full U.I.

§  Robust Particle System implemented

§  Mutiny Mechanic implemented

§  Environment Objects (Clutter) implemented

§  Giant Snowball hazards implemented

§  Heavy Weapons implemented

§  Required Audio implemented for current objects

§  Game Play:

o   Player can progress to and defeat the Boss, completing the level.

o   Wealth can be deposited with the Alpaca's chests.

o   Now when killed, Player will be launched from off-screen back into the fray.

o   Player can interact with and repair damaged items.

o   Enemy and Player can now fight with Ranged Weapons.

o   Player killed if colliding with Giant Snowball.

 

 

Mutiny v2 Final (Due April 24th)

§  Fully implemented A.I

§  New Model for Player collisions with Snowballs.

§  Any missing or unfinished models/textures/animations implemented

§  All Game Sounds and Music implemented

§  Any and all critical/major bugs fixed

§  Game Play:

o   Game will now balance difficulty based on number of players.

o   Upon finishing the level, a screen will be displayed showing players their stats for that level.

  

 

 

 

 

 

 

 

 

Island Mock-up (in Maya)









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