Contents
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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