Beat Maze Game Design Document

Beat Maze
Game Design
Document
Version 1
Bianca Dohnt
8-10-2013
BEAT MAZE
CONTENTS
Design History
1. Game Overview
1.1. Elevator Pitch
1.2. Game Concept
1.3. Game Atmosphere
1.4. Genre
1.5. Experience Flow Summary
1.6. Project Scope
1.6.1. Number of levels
1.7. Selling Features
2. Section II - Gameplay and Mechanics
2.1. Gameplay
2.1.1. Objectives
2.1.2. Play Flow
2.1.2.1.Menu Screens
2.1.2.2.Gameplay
2.1.2.3.Gameover
2.2. Mechanics
2.2.1. Level Length
2.2.2. Music
2.2.3. Movement
2.3. Screen Flow
2.3.1. Screen Flow Chart
2.3.2. Screen Descriptions
2.3.2.1.Main Menu Screen – Techno
2.3.2.2.Level 2 Screen – Bangers
2.3.2.3. Level 3 Screen – Dubstep
2.3.2.4.Defeat Screen
2.3.2.5.High Score Screen
2.3.2.6.Title Screen
3. Section III – Story, Setting and Character
3.1. Story and Narrative
3.2. Game World
3.2.1. General look and feel of world
3.2.2. Techno
3.2.3. Bangers
3.2.4. Dubstep
3.3. Characters
4. Section IV – Levels
4.1. Level #1 - Techno
4.1.1. General Description
4.1.2. Physical Characteristics
4.1.3. Difficult
4.1.3.1 Music Difficulty
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5.
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4.1.3.2. Visual Difficulty
4.2. Level #2 – Bangers
4.2.1. General Description
4.2.2. Physical Characteristics
4.2.3. Difficulty
4.2.3.1.Music Difficulty
4.2.3.2.Visual Difficulty
4.3. Level #3 – Dubstep
4.3.1. General Description
4.3.2. Physical Characteristics
4.3.3. Difficulty
4.3.3.1.Music Difficulty
4.3.3.2.Visual Difficulty
Section V – Interface
5.1. Visual System
5.1.1. HUD
5.1.2. Menus
5.2. Control System
5.3. Music
5.3.1. Techno
5.3.2. Bangers
5.3.3. Dubstep
Section VII – Technical
6.1. Target Hardware
Section VIII – Game Art.
7.1. Concept Art
7.1.1. Menu Screen
7.1.2. Maze
7.1.3. Defeat
7.2. Style Guides
7.2.1. Colour Palate
Appendices
8.1. Asset List
8.1.1. Art
8.1.2. Animation List
8.1.3. Effects List
8.1.4. Interface Art List
8.1.5. Sound
8.1.5.1.Interface Sounds
8.1.6. Music
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BEAT MAZE
Design History
Beat Maze was conceptualized by Bianca Dohnt for the university unit Emerging
Technology Design. Tasked with designing a game for mobile devices, Bianca was
inspired by the games Super Hexagon, The Legend of Grimrock, Dance Dance
Revolution, and the Windows 95 Maze Screensaver.
1. Game Overview
1.1. Elevator Pitch
Beat Maze is a first person rhythm game where you play as the hero, trying to
escape a labyrinth where terror lies at every turn. The only way to survive is to
follow the beat of the rhythm to outwit the mastermind behind the maze.
1.2. Game Concept
Beat Maze is a first person rhythm game that takes place in a maze. The player
automatically travels forward through the maze as hallways pass on either side.
Arrows light up on the ground pointing the direction that will lead the player to
safety. The player must tap on next arrow pointing down that hallway in time
with the beat of the music to successfully travel down that hallway. The player is
then taken to a new corridor, and the process repeats.
The aim of the game is to survive as long as possible in the game without making
any incorrect choices. Each level will have the ability to be played infinitely,
however the difficulty will increase exponentially and make it impossible to
continue.
1.3. Game Atmosphere
The atmosphere of Beat Maze is similar to that of a dance club. It is dark, with
pulsing lights and fast paced movement. It will make the player’s heart beat
faster, adrenaline pumping. A single mistake will make you have to restart the
game.
1.4. Genre
Beat Maze is a First Person Rhythm game.
1.5. Experience Flow Summary
The player is brought into the game to a title screen for 2 seconds, then to the
main menu screen displaying the Level #1 option. The player may choose that
level, or use the sideways scroll button to choose another level. Once the level is
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chosen, the player is placed in the game. Once the player makes a mistake they
see the defeat screen for 2 seconds, then are taken to the High Score screen
where they can choose to play again, or choose another level. If they choose to
choose another level they are brought to the main menu.
1.6. Project Scope
1.6.1. Number of levels
Initial release of the game will include 3 infinite length levels of varying
difficulty.
1.7. Selling Features
Can be played for a short amount of time (waiting in line etc), can pick up and
play really quickly (no loading times, fast to get to gameplay), music styles are
really popular right now, shareable high scores
2. Section II - Gameplay and Mechanics
2.1. Gameplay
The player travels on rails throughout a maze until prompted to make a decision
to enter a doorway. These prompts come via arrows on the floor of the maze
flashing in time with the accompanying music.
2.1.1. Objectives
To beat your high score for the length of time spent in the maze.
2.1.2. Play Flow
2.1.2.1.Menu Screens:
The player is brought into the game to a title screen for 2 seconds, then to the
main menu screen displaying the Level #1 option. The player may choose that
level, or use the sideways scroll button to choose another level. Once the level is
chosen, the player is placed in the game.
2.1.2.2.Gameplay:
The player is placed in the dark maze, instantly beginning to travel forward as the
song begins at a random place in the song. A few beats into the song an arrow
will light up on the floor of the maze, indicating which doorway should be
chosen. Another arrow will light up pointing directly down the hallway, and the
player must choose it in time with the beat of the music to successfully choose
that hallway. This will repeat as difficulty increases until the player makes a
mistake (either chooses the wrong hallway, does not choose a hallway or taps on
an arrow out of time of the music). The directions the arrows point is random.
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2.1.2.3.Gameover:
Once the player makes a mistake they see the defeat screen for 2 seconds, then
are taken to the High Score screen where they can choose to play again, or
choose another level. If they choose to choose another level they are brought to
the main menu.
2.2. Mechanics
2.2.1. Level Length
The maze is never ending, with the arrows depicting which side of the device to
tap in order for the player to continue playing. The directions are decided
randomly, to remove the option of memorization from helping players to last
longer in the level.
2.2.2. Music
The music will begin at a random part of the music each time the player chooses
that level, and will repeat infinitely as the player continues the game.
The seconds counter must be able to count up to 99,999.99 (over 1 day) to
remove the probability for a player to reach the limit.
2.2.3. Movement
The player moves smoothly through the maze with no interruption to the
movement, as though on rails.
The player must travel through the maze automatically in time with the
music. This will be different for each level of the game. Doorways must pass
the player on each side in time with each count of the music, arrows only
lighting up on the floor every 8, 4, 2, 1 or ½ count as depicted in the
difficulty of that level.
Once the player clicks on the correct arrow to choose that doorway, the
camera must travel around that corner fast enough for there to be no
interruption to the rhythm of the music.
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2.3. Screen Flow
2.3.1. Screen Flow Chart
2.3.2. Screen Descriptions
2.3.2.1.Main Menu Screen - Techno
The main menu introduces the game and offers the first level option,
‘techno’. It is the default screen that is shown when the player opens
the game. It is also the screen that is shown after the High Score Screen
if the player decides to choose a different level than the one they just
played. It also displays the highest score for the techno level to taunt
the player into playing again to beat their score.
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2.3.2.2.Level 2 Screen - Bangers
Identical to the main menu apart from the level name. This screen is the
way to choose the second level option, a level featuring a song from the
genre ‘bangers’. It also displays the highest score for that level to taunt
the player into playing again to beat their score.
2.3.2.3. Level 3 Screen – Dubstep
Identical to the main menu apart from the level name. This screen is the
way to choose the thirs level option, a level featuring a song from the
genre ‘dubstep’. It also displays the highest score for that level to taunt
the player into playing again to beat their score.
2.3.2.4. Defeat Screen
The defeat screen shows instantly when it has been determined that the
player has made a mistake and the game is over. It is shown for 2
seconds and interrupts the game play to show the player that they have
made a mistake and that the game is over. It is intended to frustrate the
player slightly, interrupting their flow and making them want to start
again.
2.3.2.5.High Score Screen
Shown immediately after the defeat screen, the high score screen shows
the most recent score (game just played) and the top score of that level.
It is intended to taunt the player into replaying the level immediately in
order to beat the high score. It is also a type of congratulatory screen
for the player to share with their friends to show how good they are at
the game.
2.3.2.6. Title Screen
The title screen is shown for 2 seconds before the main menu screen is
displayed when the player first opens the game. It is to remind the
player of the name of the game development company who made the
game.
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3. Section III – Story, Setting and Character
3.1. Story and Narrative
The player has been trapped in a maze and must follow musical hints to
escape. Little do they know that there is no escape.
3.2. Game World
3.2.1. General look and feel of world
The maze is based on a nightclub feel. It is dark, with flashing lights and
electronic music. The difficulty of the levels increases through the use of
music and club based visual effects including equalizers and disco balls and
light up floors reminiscent of Saturday Night Fever. Neon Colours.
3.2.2. Techno
Black maze with neon yellow arrows and equalizer wall texture as difficulty
increases.
3.2.3. Bangers
Black maze with neon magenta arrows and disco ball wall texture as
difficulty increases.
3.2.4. Dubstep
Black maze with neon cyan arrows and light up floor texture as difficulty
increases.
3.3. Characters
The character is the player. They have no distinguishable features as the game
view is first person and the player is never shown. This gives the player the
feeling that it is them who are travelling through the maze, giving them a more
visceral reaction to the game.
4. Section IV – Levels
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4.1. Level #1 - Techno
4.1.1. General Description
The first level of Beat Maze. It features music from the Techno genre,
generally about 180bpm. The level will be straight forward and is the
easiest level, even though the bpm is higher than that of the Bangers or
Dubstep level.
4.1.2. Physical Characteristics
The techno level begins with the maze all black, walls outlined in white,
with the arrows lighting up neon yellow.
4.1.3. Difficulty
4.1.3.1. Music Difficulty
At the beginning of the level, the arrow directions will flash once every 8
counts of the music, with the player to tap the arrow on the following 8
count.
After the first two 8 counts, the arrows will begin to come on the 4 count,
with the player to tap on the arrow on the following 4 count.
After four 8 counts, the arrows will come on the 2 count, with the player
to tap on the arrow on the following 2 count. The 2 count difficulty will
remain constant throughout the rest of the level
4.1.3.2. Visual Difficulty
After the first 10 seconds of gameplay, the wall texture will begin to light
up with a mostly transparent (faded/light) equalizer, pulsing in time with
the music. It will darken/brighten/become less transparent over the next 15
seconds to its full intensity.
4.2. Level #2 - Bangers
4.2.1. General Description
The second level of Beat Maze. It features music from the Bangers genre,
generally about 100bpm. The level will be more complicated and is the
medium difficulty level.
4.2.2. Physical Characteristics
The bangers level begins with the maze all black, walls outlined in white,
with the arrows lighting up neon magenta.
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4.2.3. Difficulty
4.2.3.1.Music Difficulty
At the beginning of the level, the arrow directions will flash once every 4
counts of the music, with the player to tap the arrow on the following 4
count.
After the first two 8 counts, the arrows will begin to come on the 2 count,
with the player to tap on the arrow on the following 2 count.
After four 8 counts, the arrows will come on the 1 count, with the player
to tap on the arrow on the following 1 count.
After four 8 counts, the arrows will come on the ½ count, with the player
to tap on the arrow on the following ½ count. This difficulty will remain
constant throughout the rest of the level.
4.2.3.2. Visual Difficulty
After the first 10 seconds of gameplay, the room will begin to light up
with a mostly transparent (faded/light) disco lights, flashing in time
with the music. It will darken/brighten/become less transparent over the
next 15 seconds to its full intensity.
4.3. Level #3 - Dubstep
4.3.1. General Description
The third level of Beat Maze. It features music from the Dubstep genre,
generally about 70bpm. The level will be more complicated and is the
hardest difficulty level.
4.3.2. Physical Characteristics
The dubstep level begins with the maze all black, walls outlined in white,
with the arrows lighting up neon cyan.
4.3.3. Difficulty
4.3.3.1.Music Difficulty
At the beginning of the level, the arrows will come on the 1 count, with
the player to tap on the arrow on the following 1 count.
After four 8 counts, the arrows will come on the ½ count, with the player
to tap on the arrow on the following ½ count. This difficulty will remain
constant throughout the rest of the level.
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4.3.3.2. Visual Difficulty
After the first 10 seconds of gameplay, the floor texture will begin to light
up with a mostly transparent (faded/light) squares of light (reminiscent of
Saturday Night Fever), pulsing in time with the music. It will
darken/brighten/become less transparent over the next 15 seconds to its full
intensity. No Cyan in the colours of the floor texture so as to distinguish the
arrows slightly.
5. Section V - Interface
5.1. Visual System
Landscape orientation for smartphones and tablets ONLY.
5.1.1. HUD
While in gameplay, the only information displayed as well as the gameplay
itself will be a timer in the upper right hand corner. It will display the time th
player has been in the level in seconds, milliseconds and microseconds (ie.
4.53 seconds).
5.1.2. Menus
Landscape orientation, black with neon writing corresponding to the arrow
colour for that level. The only options that can be chosen are left, right and
Level. The left and right take you to different level options.
5.2. Control System
The game is controlled by tapping the touch screen. This includes gameplay
controls and menu controls. There are three sections of the screen that can be
activated. On the menu screens there is left, center and right. In the gameplay
there is left and right.
5.3. Music
All of the music should NOT have lyrics.
The music must be endlessly and seamlessly repeatable.
The music must be able to begin at any point of the music and make sense
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5.3.1. Techno
180 bpm electronic dance music. Techno music relies on heavy bass lines,
pulsing rhythms and little to no lyrics (Wisegeek 2013).
Reference: http://www.youtube.com/watch?v=XDDcsufYybw
5.3.2. Bangers
100 bpm electronic dance music. According to Cunningham (2013) “A
refreshing slant on electro; packed with soaring filthy bass lines, bottom
heavy DF fillers and hard-hitting rhythms”
Reference: http://www.youtube.com/watch?v=u5hOirIhNDc
5.3.3. Dubstep
70 bpm electronic dance music. Dubstep music is best recognized by its use
of ‘drops’ which involve sub bass frequencies mixed with syncopated beats
(Norman, B 2013).
Reference:
http://www.youtube.com/watch?feature=player_detailpage&v=WpXi7uMB
MeU#t=63
6. Section VII – Technical
6.1. Target Hardware
Beat Maze is for smartphones and tablets.
7. Section VIII – Game Art
7.1. Concept Art
7.1.1. Menu Screen
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7.1.2. Maze
7.1.3. Defeat
7.2. Style Guides
All colours must be neon. The majority of the maze must be dark at all times.
The outlines of the walls must be white.
7.2.1. Colour Palate
8. Appendices
8.1. Asset List
8.1.1. Art
 Defeat Face
 Arrow
 Maze wall
 Numbers
 Letters
 Disco Lights
 Equalizer
 Disco Floor
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8.1.2.

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Animation List
Arrow flashing
Character moving forward through maze
Turning corner
Equalizer flashing
Disco Light movement
Disco floor movement
8.1.3.
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Effects List
Fading of equalizer
Fading of disco lights
Fading of disco floor
8.1.4.
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Interface Art List
Arrows
Letters
Maze
Logo
8.1.5. Sound
8.1.5.1.Interface Sounds
 Moving between choosing levels
 Choosing level
8.1.6.
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
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Music
Techno
Bangers
Dubstep
9. Bibliography
Cunningham, K, 2013, A beginner's guide to the Melbourne sound with Will Sparks,
In The Mix, viewed 8 October 2013,
http://www.inthemix.com.au/features/55516/A_beginners_guide_to_the_Melbourne_
sound_with_Will_Sparks
Norman, B, 2013, Dubstep, About.com, viewed 8 October 2013,
http://dancemusic.about.com/od/genres/g/Dubstep_Definition.htm
2013, What is Techno Music? WiseGEEK, viewed 8 October 2013,
http://www.wisegeek.com/what-is-techno-music.htm
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