Top Banner
Meltdown A Debugging Debacle
20

Meltdown A Debugging Debacle. Overview Game Design Character Design UI Overview Controls Mechanics Level Design.

Jan 03, 2016

Download

Documents

Elwin King
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

MeltdownA Debugging Debacle

Page 2: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Overview

Game Design

Character Design

UI Overview

Controls

Mechanics

Level Design

Page 3: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Game Design – Plot

A robotics research facility is overrun by a corrupted AI during the development of a new user-free robotics system.

This infections program has turned the factory into a war-zone.

To save humanity you must take control of a next generation defense robot and prevent this epidemic from spreading.

Page 4: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Game Design – Gameplay

The goal of this game is to progress through the defense facility and shut down the bugged system to prevent it from propagating its corrupted code.

Page 5: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Game Design – Mindset

The player is rushed, nervous, and excited. We can provoke these emotions through alarm systems (triggering multiple waves of unknown-type enemies per level) and miscellaneous power-ups and weapon drops.

Page 6: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Quick Level Mockup

Start

Pickup First Beam(Stun)

Solve a door puzzle to advance.

Pickup First Power-up

(Hack/Overwrite)

Ammo Crate Mid-level Enemy

Page 7: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Character Design (Robots)

All of the characters in this game are iterations of the same machine.

Low-Level Enemies are older robots, the base model, they don’t do much damage-wise and navigate slowly.

Mid-Level Enemies are the current generation models, they do a fair amount of damage and move at a normal pace. These will be found in the end areas of the floors.

The Final Boss and Main Character are “Next-generation” models, they are experimental, so they are powerful, but sometimes a little buggy.

Page 8: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Robot Timeline

We want the player to feel like the robots were developed sequentially.

Base Robots Current Robots

Experimental AI

Robot

Prototype Defense Robot

Page 9: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Beam Types

Standard Beam

Fires a destructive pulse at enemies.

Stun Beam

Fires a pulse, with less damage than the standard beam, which saps enemy movement.

Fire Beam

Fires a devastating pulse at enemies at the price of increased energy and heat cost.

Freeze Beam

Fires a pulse that freezes enemies in their place, but does no damage.

Page 10: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Power-ups

Hack/Overwrite

Disarms an enemy robot and forces lesser robots to fight for you.

Selective EMP

Fires a directional pulse that disarms robots in front of you for a short time period. This is an experimental weapon, so it disarms your energy beam for a small period of time too.

Overclock Chip

Allows the user to use energy without limits for a small period of time. Heavy cool-down price. Costing heat and energy.

Page 11: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

UI Mockup

Status Bars

Beam Selection

Power-up Selection

Menu Button

Page 12: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Controls Keyboard + Mouse

WASD + QE – Movement

Left Click – Fire Energy Beam

Right Click – Deploy Power-up

Arrow Keys – Select Power-up

1-4 or Tab – Select Energy Beam

Shift + WASD – Pan Camera

Page 13: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Controls Gamepad

Pan the camera

Move

Select Power-up

Select Energy Beam

Fire Energy BeamDeploy Power-up

Fire Energy Beam

Deploy Power-up

Menu

Page 14: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Mechanics (Heat)

Heat plays a vital role in survival. Using energy and/or certain power-ups contributes to heat, which depletes slower as it increases.

Heat % Depleted per second

0-59 5

60-69 4

70-79 3

80-89 2

90-100 1.5

100+ 1

Page 15: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Mechanics (Energy)

Energy allows the player to fire a variety of energy beams. Different beams have different effects and the cost per shot fired is broken down below.

Beam Energy Used per Second

Standard 1

Stun 2

Fire 4

Freeze 3

Page 16: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Level Design

Ground Floor

Mood

Bright, Tense, Inactive

Objects

Ambient

Laser Flashes

Electric Sparks

Interactive

Door (disarm with puzzle)

Cabinet (Cut off spawning)

First Power-up (Hack/Overwrite)

First Advanced Beam (Stun) (Slow enemy movement, less damage)

Page 17: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Level Design

2nd Floor Mood

Bright, Tense, Active

Objects

Ambient

Laser Flashes

Explosive particles

Electric Sparks

Interactive

Door (to disarm)

Switch (to stop spawning enemies)

Second Power-up (Selective EMP)

Second Advanced Beam (Fire) (Damage over time) (increases heat)

Ammo Depot

Page 18: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Level Design

3rd Floor

Mood

Dark, Tense, Active, Decay

Objects

Ambient

Laser Flashes

Rusted Piping/works

Drowned sparks

Interactive

Door (to disarm)

Switch (Spawns a larger enemy and kills the other ones for energy)

Third Power-up (Overclock chip)

Third Advanced Beam (Freeze) (Stops enemies, no damage, unfreeze and minor damage on hit)

Page 19: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Level Design

4th Floor (Final Boss)

Mood

Moody, Tense, Chaotic, Electric

Objects

Ambient

Laser Flashes

Alarm on entrance

Sparks

Interactive

Barriers (to hide when the boss is invulnerable)

Power Switch (After defeating boss)

Page 20: Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.

Questions??