GDD: Game Design Doc

.
Game Design Document for:
“THE BIGGEST ADVENTURES LIE BEYOND THE STARS”
All work Copyright ©2010 Vancouver Film School
Written by Team Midnight Revolver
Version # 1.1
Last Edited: Thursday, July 13, 2017
Contact:
Alijah Ladd: [email protected]
Jordan Dixon-Layne: [email protected]
Trevor Roberts: [email protected]
Mac Ko: [email protected]
Samuel Sawian: [email protected]
Copyright (C) 2010 Vancouver Film School – All rights reserved
TABLE OF CONTENTS
DESIGN HISTORY_________________________________________________________________________ 4
GAME OVERVIEW ________________________________________________________________________ 6
GENRE___________________________________________________________ 6
HIGH CONCEPT ___________________________________________________ 6
STELLAR FOREVER PHILOSOPHY ______________________________________ 7
COMMON QUESTIONS _____________________________________________ 8
FEATURE HIGHLIGHTS ____________________________________________________________________10
OCTOSAURUS REX ________________________________________________10
STYLISH COMBAT_________________________________________________10
DYNAMIC PLATFORMS ____________________________________________10
POWER STATIONS ________________________________________________10
RANKING SYSTEM ________________________________________________10
FEATURE DETAILS _______________________________________________________________________11
OCTOSAURUS REX ________________________________________________11
STYLISH COMBAT_________________________________________________20
RANKING SYSTEM ________________________________________________21
DYNAMIC PLATFORMING __________________________________________23
CONTROLS ______________________________________________________24
COMBAT SYSTEM _______________________________________________________________________26
MELEE COMBAT __________________________________________________26
DASH___________________________________________________________27
HEALTH SYSTEM _________________________________________________29
BEAT CHART __________________________________________________________________________30
Team Midnight Revolver
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STELLAR FOREVER
Copyright (C) 2010 Vancouver Film School – All rights reserved
EXPECTED DURATION OF GAME-PLAY
CAMERA VIEW
__________________________________________________________31
_________________________________________________________________________32
CHARACTERS __________________________________________________________________________34
GAME OBJECTS _________________________________________________________________________38
TARGET MARKET _______________________________________________________________________39
COMPETITIVE ANALYSIS ___________________________________________________________________40
APPENDICES ___________________________________________________________________________42
“GAME INTERFACE–MENUS” APPENDIX ______________________________42
“GAME INTERFACE–WIREFRAMES” APPENDIX _________________________43
“RESOURCE/RESEARCH” APPENDIX ___________________________________________________________49
Team Midnight Revolver
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DESIGN HISTORY
First Draft
Version 1.0
-Adjustment of Initial Template Formatting, Implementation of Title, Logo, Genre, Tagline, High Concept,
Key Features, Camera View, Controls, Target Market, Competitive Analysis, Contact Information
Version 1.1
-Implementation of Screens and Flows, Adjustment of Formatting
Version 1.2 (March 16th, 2010)
-Photons and Power Stations Features removed due to scope
-Ranking System Feature added in place of previous features.
-What’s different in Common Questions updated
- Feature Details and Feature Details revised due to the removal and addition of features
Version 1.2.1 (March 18th, 2010)
Continuation of last version change
-Ranking System implemented under both Feature Highlights and Feature Details.
Version 1.2.2 (March 19th, 2010)
Continuation of last version change
-State Spheres Feature removed due to scope
-Melee Combat and Evasion under Combat updated
Version 2.0 – Milestone 1 (March 26th, 2010)
-Ranking System lowered on Feature list due to scope.
-Melee Combat and Evasion under re-development due to functionality concerns.
-Power Stations added as 4th feature; Ranking system lowered on Feature List.
Version 2.5 – Milestone 2 (April 9th, 2010)
-Big Bad Boss Feature overhauled due to animation and functionality concerns.
- XBOX and Keyboard controls implemented and documented under Controls.
Team Midnight Revolver
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Version 3.0 – Alpha (April 28th, 2010)
-Screen Shake added under Camera Features.
-Side-scrolling added under Camera Features.
Version 4.0 – Beta (May 14th, 2010)
-Dynamic Platforming revised under both Feature Highlights and Feature Details.
-Wireframes revised in Appendices.
-Common Questions updated.
-Document Format refined
Team Midnight Revolver
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GAME OVERVIEW
GENRE
2D Side-Scrolling Action
HIGH CONCEPT
Stellar Forever is a lighthearted action game that follows the story of a young girl
named Stella and her misadventures in the Midnight Kingdom. Upon being swallowed by
a gigantic whale, she awakes to find herself lost in a futuristic stronghold dictated by a
laser-hammer wielding want-to-be queen and her battalion of colossal guardians. Armed
with a laser-blade, control Stella’s multitude of melee and evasive combat techniques as
you topple and crush the princess’ menacing forces. Fight through swarms of outlandish
creatures, explore a vibrant kingdom of mystery and mayhem, and immerse yourself in a
fantastical tale of discovery, drama, and electric deep space combat.
Team Midnight Revolver
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STELLAR FOREVER PHILOSOPHY
Revival of a Dying Genre
Stellar Forever is a game that hopes to revive the accelerating death of 2D games. We want to showcase
the amount of timelessness and strength a 2d Side-Scrolling game can bring to the table against all of the
present and upcoming 3D games by paying tribute to the zany feel of old school games while adding
game-play mechanics with a modern edge to them.
Beauty is Everything
Stellar Forever is something where visuals have a very high priority. We want the ability to present
something that the visual prowess to rival published games renowned for their beauty such as Muramasa,
Castlevania and Odin Sphere.
What Big TEETH You Have
Noticing the way recent game-play is structured, Stellar Forever takes a stab at putting the boss
experience as the core player experience. Similar to Shadow of the Colossus, the player spends most of
their time in-game fighting a boss than anything else.
Team Midnight Revolver
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COMMON QUESTIONS
What is Stellar Forever?
Stellar Forever is a futuristic 2D boss-battle-oriented action game. The game-play is focused around using
the unique attacks that Stella has to defeat the menacing Octosaurus Rex
What do I control/who am I?
The player controls Stella, a naïve school girl wielding a mysterious weapon called a laser-blade.
Where does the game take place?
The game takes place in the Midnight Kingdom, a world filled with outer space environments with floating
medieval architectural buildings in the background. Starry skies, asteroids and fill the area. Stella is the
fish-out-of-water character that caught in the drama of this strange new world.
What are the goals/objectives of the game?
I) Long Term
1) Defeat Princess’ main power source, the Octosaurus Rex
2) Save Guy Le’Crush (the prince), from the clutches of the power-hungry Princess
II) Intermediate
1) Defeat boss heads
2) Activate Power Stations
III) Short Term
1) Adapt to boss patterns
2) Improve combat skills
Team Midnight Revolver
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3) Survive!
What is the main focus?
The main focus of the game is to defeat Octosaurus Rex.
What’s different?
Although the visual prowess of Stellar Forever is something that helps differentiate it from other games,
the major factor that will separate Stellar Forever from other games is its cross between 2D Action
elements and a boss-oriented player experience.
Another key feature that helps differentiate it from other games is its zany theme, which includes a role
reversal. In our case, we have a female protagonist rescuing a male “damsel-in-distress”. This contrasts
from similar 2D side-scrolling games that are usually focused around a serious theme.
Team Midnight Revolver
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FEATURE HIGHLIGHTS
OCTOSAURUS REX
The boss battle is the core experience of the game-play. The player is continually thrust into
unfamiliar scenarios and encouraged to learn patterns in order to defeat the colossus in front of her.
STYLISH COMBAT
Stella has an array of attacks that can be used in conjunction as well as a dash that can be used to
evade as well. This creates a linguistic, flowing combat system that will not only appeal to the player
physically, but visually as well.
DYNAMIC PLATFORMS
Stella is able to jump from Boss Head to Boss Head in order to keep them in order, as well as gain
a height advantage through platforming. The player must be wary of
POWER STATIONS
The player not only has the boss against her, he also has the platforms against her. The
platforms are subject to be dragged away by other Octosaurus heads or even break under the player’s
feet.
RANKING SYSTEM
The boss battle experience will be ranked, in order to visually provide feedback to the player
regarding his success or failure and the contents of such statuses. The ranking system consists of a grade
and elements that determine the grade provided.
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FEATURE DETAILS
OCTOSAURUS REX
The boss battle experience is the core of the game-play. The player is thrust into an unfamiliar
situations three times during game-play and challenged with the task of figuring out how to beat the
colossal-sized enemy standing before her.
The complete boss battle experience is separated into 3 segments: Initiation, Alteration and
Revelation.
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INITIATION
The player is familiarized with the boss patterns that allow her to damage the boss and boss
attacks that she should avoid, thus maintaining as much health as possible. This experience makes up for
roughly 40% of the complete boss battle.
The attack patterns of the boss are as follows:
BOSS 1
ATTACK PATTERN
HOW TO WIN
-Boss stores electric energy to
-the player damages the Boss while he is
throw at the player
charging or rising by attacking the head.
- Boss releases electric energy
-the player dodges the Boss attack by
and summons a single large
running or evading the lightning bolt; the
lightning bolt to strike the
player can then deal additional damage to
player
the Boss by attacking the head during the
BRUTUS
ATTACK 1
attack or on their decent.
ATTACK 2
-Boss overcharges to do
-the player damages the Boss while he is
excessive damage
charging or rising by attacking the head.
- Boss releases electric energy
-the player dodges the Boss attack by
and summons 3 small
running or evading the lightning bolts; the
lightning bolts to strike the
player can then deal additional damage to
player
the Boss by attacking the head on their
decent.
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Octosaurus Rex Image 1.1 - Brutus
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ALTERATION
Now that the player is familiarized with the first boss’ patterns, he is challenged with alterations
of those patterns. Also, during this phase, the minions are summoned as to provide more of a conscious
challenge where the player is tested in his ability to continually survive in pressured situations. This
experience lasts for roughly 30% of the boss battle.
The attack patterns of the boss are as follows:
BOSS 2
ATTACK PATTERN
HOW TO WIN
-Boss stores plasmid energy
-the player damages the Boss while he
to emit at the player
is charging or rising by attacking the
RAWR &
HAMMERHEADS
ATTACK 1
- Boss releases plasmid
head.
energy and project a plasmid
- \the player dodges the Boss attack
beam to strike the player
by running or evading the plasmid
beam; the player can then deal
additional damage to the Boss by
attacking the head during the attack or
on their decent.
ATTACK 2
-Boss becomes enraged to
-the player damages the Boss while he
do excessive damage
is charging or rising by attacking the
- Boss releases aggressive
roar to damage the player
head.
-the player dodges the Boss attack by
evading the roar; the player can then
deal additional damage to the Boss by
attacking the head on their decent.
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Octosaurus Rex Image 1.2 - Rawr
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REVELATION
The player must use the patterns learned in the previous two segments with an additional
unique pattern to further test the player’s ability to adapt to changing scenarios. This segment includes
all of the boss heads and is used to test the player’s ability to react to an unfamiliar scenario combined
with familiar scenarios. This segment lasts for roughly the last 30% of the boss battle.
The attack patterns of the boss are as follows:
BOSS 3
ATTACK PATTERN
HOW TO WIN
-Boss stores kinetic energy
-the player damages the Boss while he
to “presumably” emit at
is charging or idle by attacking the
the player
head.
- Boss releases refreshing
- the player stops the Boss from healing
energy and recovers the
its allies by attacking the Boss head
health of one of its allies
during the healing process; the player
HAPPY
ATTACK 1
can then deal additional damage to the
Boss by attacking the head during the
attack or on their decent.
ATTACK 2
-Boss stores kinetic energy
-the player damages the Boss while he
to “presumably” emit at
is charging or idle by attacking the
the player
head.
- Boss releases a surge of
- the player cannot stop the Boss from
refreshing energy and
reviving its allies by once the Boss head
revives one of the Boss
has entered the revival process; the
Heads.
player can then deal damage to the
Boss by attacking the head during their
decent.
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Octosaurus Rex Image 1.3 – Happy
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DIFFICULTY RAMPING
During the Boss battle Experience there are cameo appearances of other Octosaurus Rex heads
that impede the player. These heads are undefeatable, but can be avoided with ease when they are
present.
DEVIL EYE
Devil Eye has the ability to reduce the player’s vision by forcing a scope on the game screen, as
well as reducing the player’s attack strength dramatically.
BOSS
ATTACK PATTERN
HOW TO WIN
-Boss begins to enter
-the player avoids the attack by avoiding
playing field from
the Boss Head’s scope of range. This is
Background fading into
achieves if the player is one full
visibility
character length away from the boss
DEVIL EYE
ATTACK 1
- Boss releases it special
head.
attack when the player is
in its scope of range, and
applies a vision limit and a
damage reduction to the
player
Octosaurus Rex Image 1.4 – Devil Eye
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BASH BROTHERS
Bash Brothers make the player uneasy by bashing into each other at the bottom of the screen
infrequently. This impedes the player’s attention from the main Boss Heads, and forces the player to
avoid the Bash Brothers in order to prevent losing additional health.
BOSS
ATTACK PATTERN
HOW TO WIN
-Boss Heads appear at
-the player avoids the attack by avoiding
each end of the screen
the Boss Head’s Helmet. This is achieves
(see image 1.5).
if the player jumps over the initial attack,
BASH BROTHERS
ATTACK 2
-Boss Heads begin to
or is already riding another Boss Head
shake vigorously, alerting
the player of their
upcoming attack.
- Boss heads launch from
each side of the screen,
bashing into each other at
high speeds in a
horizontal line.
Octosaurus Rex Image 1.5 – Bash Brothers
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STYLISH COMBAT
For the complexities of the Combat System, please see Melee Combat in Combat
System.
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RANKING SYSTEM
The player is ranked on the way they defeat each boss. The rank a player receives is determined by two
variables. Those variables are as follows:
TIME
Time is determined by how long it takes the player to defeat the Boss. If the player defeats the boss in
less time, the player receives a higher score for this variable. The time frame for each score ranking is as
follows:
TIME
RANK
5:30 +
D Rank
4:50
C Rank
4:10
B Rank
3:30
A Rank
2:50 -
S Rank
HEALTH
Health is determined by how much health the player retained throughout the whole battle. If the player
defeats the boss with more health, the player receives a higher score for this variable. If the player heals
some of his health due to the effect of the Supportive State Sphere the player only receives half of the
amount of health recovered in terms of ranking. The time frame for each score ranking is as follows:
PERCENTAGE
RANK
0-40%
D Rank
40-57%
C Rank
58-73%
B Rank
74-87%
A Rank
88-100%
S Rank
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When calculating the total ranking for the player, both scores are added together. When the two scores
are added together, in the event that the score needs to be rounded to create a universal rank, our
system will always round up. For example, if the player receives an “A Rank” for time and a “B Rank” for
Health, the player will receive a total of an “A Rank”. If the player receives an “A Rank” for time and a “D
Rank” for Health, the player receives a total of a “B Rank”.
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DYNAMIC PLATFORMING
The platforming element of Stellar Forever is an engaging element.
PLATFORMS
Dynamic Platforming Image 1.0 – Game World
The Platforms in Stellar Forever are the Bosses’ heads. The player is able to jump on top of the
boss and platform from boss head to boss head (Image 1.1). When the player reaches the height at which
the boss will initiate its attack, which is 575 pixels, the player is forced off of the Boss head (image 1.2).
^ Dynamic Platforming Image 1.1 – Boss Head Platform (during)
Dynamic Platforming Image 1.2 – Boss Head Platform (after) ^
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CONTROLS
Controls Image 1.1 – XBOX controls
The controls for Stellar Forever were meant to be simplistic. With how our character functions, we were
able to create a control scheme that doesn’t consist of a lot of buttons, which is meant to allow for an
easy learning curve for new players, and to give more concentration to veteran players.
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Controls Image 1.2 – Keyboard controls
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COMBAT SYSTEM
MELEE COMBAT
Using the futuristic Laser-Blade that Stella wields, players can slash her way through anything.
GROUND SLASHES
Standing slashes are the first steps to dealing damage to the boss and the enemies. The standing
slashes create a 3-hit combo if executed with precise timing, and with this combo, the player can deal the
most damage (see Melee Combat Chart 1.1).
The Crouching slash is a unique attack that can be used when the player crouches from enemy
attacks. This slash has a lot of power, but is only effective in certain situations (see Melee Combat Chart
1.1).
AERIAL SLASHES
Aerial slashes are the best way to deal damage fast against the boss as well as aerial enemies.
The Aerial slashes string together to make a well-paced stream of attacks in the air, when timed correctly.
With the 2 Aerial slashes the player has to use, they can deal fast damage in the air (see Melee Combat
Chart 1.1).
DAMAGE
STANDING SLASHES
(1ST HIT, 2ND, 3RD)
AERIAL SLASHES
(1ST HIT, 2ND)
CROUCHING SLASH
EXECUTION TIME
5 damage,
0.30 Seconds,
10 damage,
0.30 Seconds,
15 damage
0.40 Seconds
5 damage,
0.25 Seconds,
7 damage
0.30 Seconds
10 damage
0.40 Seconds
(ONLY ONE HIT)
*Melee Combat Chart 1.1 – damage and time lengths for Attacks
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DASH
In the event the player doesn’t know how to respond to an enemy attack, the player can dash to
move away from an attack or an enemy at a higher speed than running. Stella has a single dash
technique that can be used on the ground and in the air.
Dash Image Series 1.1 – Ground Dash Frames
GROUND DASH
The Ground-Type dash maneuver takes 0.25 seconds to execute fully and has a downtime of 0.05
seconds (see Dash Chart 1.1); this allows the player dash almost continuously with a small downtime to
prevent the player from spamming the dash button.
AERIAL DASH
The Aerial-Type dash maneuver takes 0.25 seconds to execute fully and has a downtime of 0.05
seconds (see Dash Chart 1.1); this allows the player to dash almost continuously with a small downtime to
prevent the player from spamming the dash button.
DASH
EXECUTION TIME
0.25 Seconds
DOWN TIME
0.05 Seconds
TOTAL EXECUTION TIME
0.3 Seconds
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HEALTH SYSTEM
Health System Image 1.1 – Stella’s health below 50 %
Stella starts at 100 points of health, and from there the player loses health as he gets damaged.
The health will be displayed in the top left hand of the screen. The health bar changes hues as the player
decreases health. When the player has less than 50% health (image 1.1), the health bar color changes
from blue to orange; the health bar changes from orange to red when the health is less than 20% (image
1.2).
Health System Image 1.2 – Stella’s health below 20 %
The player can regain health when they collect health pick-ups, dropped by Happy in “sad” state (image
1.3)
Health System Image 1.3 – Health Pickups
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“Health system Image 1.1 – Health bar”
BEAT CHART
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EXPECTED DURATION OF GAME-PLAY
EXPERIENCE
DURATION OF EXPEREINCE
PRE-BOSS EXPERIENCE
1 minutes
BOSS EXPERIENCE
4 minutes
COMPLETE EXPERINCE
5 minutes
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CAMERA VIEW
TWO-DIMENSIONAL SIDE-SCROLLING PERSPECTIVE
In order to accompany the retro styling of the game, the chosen camera perspective is very
similar to that of a traditional two-dimensional side-scroller.
Example (note: the blurred foreground, mid-ground and background provide the player with a faux sense of three-dimensional
depth)
Source: Metroid Fan Art
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SCREEN SHAKE
“Screen Shake” is a camera effect that occurs when the Boss enters the arena. It is an upfront
visual property wherein the screen shakes vigorously. For more information on enemies, see “Game
Characters/Enemy Information”
An Example of Screen Shake
--each time an enemy is defeated in the following video
http://www.youtube.com/watch?v=PFRa6afmuR8&feature=related
Source: Oboro Muramasa
• Screen Shakes only occur once for every time the boss entered the arena
• Screen Shakes occur after any boss is defeated
• There is no option to toggle Screen Shake on/off
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CHARACTERS
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NPC CHARACTERS
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CHARACTER SCALE (IN RELATION TO ENVIRONMENT)
Image 1.1 – In-game screenshot; character relation to environment (Stella, Octosaurus Rex Head, Shark)
Image 1.2 – In-game screenshot; character relation to environment (Stella vs. Octosaurus Rex Tentacle)
The diagrams above displays the stretch of a typical horizontal screen. As shown, the player’s size
decreases in relation to the environment as he/she travels deeper into the environment. The approximate
time that it would take the player to travel through the screen from left-right/right-left (full speed) = 4
seconds.
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Stella’s height: 4”6’
Octosaurus Head Height: 9”1’
Octosaurus Tentacle Height: 14”
Shark Height: 5”1’1
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GAME OBJECTS
POWER STATIONS
Power Stations are the power-up in the game (Image 1.1). To activate a Power Station, the
player attacks the environmental object that represents the Power Station. When the player destroys the
power station, an all-out attack is released and the boss heads are damaged and they retreat. (For more
info on Power Stations, refer to Power Stations in Feature Details.)
Game Objects Image 1.1 – Power Stations
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TARGET MARKET
“Stellar Forever” predominately caters to a female audience ranging from ages 16-25.
Regardless, anyone who enjoys visually stimulating games such as Muramasa and Odin Sphere
combined with elements of Action-type game-play similar to Bayonetta and Megaman Zero or
Platforming-type game-play similar to Metroid and Castlevania will be sure to love Stellar
Forever. Although tailored more for a late adolescent female demographic, the game will most
likely be enjoyed most by both males and females ages 14 – 25.
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COMPETITIVE ANALYSIS
Competitive Title
Prinny: Can I Really Be the Hero?
Developer: Nippon Ichi Software
Release Date(NA): 17/02/2009
Advantages
Disadvantages
Answer to
Overcome
Competitive
Challenge
• Thrilling Boss
Encounters
• Controls/
Playability
Sometimes
Questionable
•Stellar Forever (SF)
Promises ColossalScale Bosses
• Humorous,
Lighthearted
Story
• Seven Diverse
Levels with
Multiple Paths
Metal Slug XX
Developer: SNK Playmore
Release Date(NA): 23/02/2010
• New characters
and “Combat
School” MiniGame Missions
• Beautiful Art
Style, Quality
Animation
(parallax scrolling,
many background
layers, etc.)
Muramasa: The Demon Blade
Developer: Vanillaware
Release Date(NA): 8/09/2009
Team Midnight Revolver
• Casual-Gamer
Friendly
(alternate modes
of difficulty)
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• Punishing to New
Players
• SF’s Emphasis on a
Solid, Tight Control
System Avoids
Player Frustration
• Not particularly
distinguishable or
creative over
previous MS games
• SF Promises More
Creative Enemies,
Bosses, Weapons
and Special Attacks
• Overall Difficulty
Proves Unfriendly
to Casual Gamers
• SF’s Shallow
Learning Curve
Lends to Players of
All Skill Levels
• Blade Break
Mechanic can
Sometimes be Very
Tedious
• Non CombatRelated Game-Play
Lacks Depth
• SF Promises
Quality Art
Direction and
Presentation
Inspired by
Vanillaware
• SF’s Strives for
Engaging NonCombat Related
Game-Play in
Addition to Combat
Related Game-Play
Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
•Very Successful
Franchise
• 4 Full GBA
Games in One
Rockman (Megaman) Zero Collection
Developer: Capcom
Release Date(JP): 22/04/2010
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• Indifferent to the
Nintendo DS
Hardware; Games
Technically Made
for GBA
• SF promises more
cinematic gameplay as well as more
engaging momentto-moment action
• Hardly any new
content—recycles
game-play
• SF offers more
interesting enemies
with more
sophisticated attack
patterns
Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
APPENDICES
“GVAME INTERFACE–MENUS” APPENDIX
THE PAUSE SCREEN MENU
• By pressing the Start button, players can access the Pause Screen. Like most games, this screen
temporarily freezes the game until it is exited.
• The movement controls navigate through the options; the Attack buttons can be used for selection.
• The “Quit” option of the Pause screen will lead players to the initial Main Menu of the game (see
below).
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“GAME INTERFACE–WIREFRAMES” APPENDIX
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
Front End
Flow chart
Developer
Game Title
copyright notice
Main Menu
Controls
Play
Credits
Game
Exit Game
Continue?
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Last Edited 7/13/2017
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Main Menu
1
TITLE SPLASH] this component of the interface contains a
hand-drawn illustrative splash portraying a detailed
environment from the game
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1
2
PLAY] upon being highlighted, the Play option
becomes illuminated to inform the player that
this option is currently ready for selection. Upon
selection, this option will trigger the game to
begin
2
Play
3
Controls
4
Credits
3
CONTROLS] upon being highlighted, the Credits option
becomes illuminated to inform the player that this option is
currently ready for selection. Upon selection, this option will
lead to the Controls screen. The controls screen is a simple
static screen containing visual queues on how to play the
game
4
CREDITS] upon being highlighted, the Credits option
becomes illuminated to inform the player that this option is
currently ready for selection. Upon selection, this option will
lead to the Credits screen. The credits screen displays the
names of the dev team involved with Stellar Forever
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
Pause Screen
1
FROZEN GAME SCREEN] the current game state becomes
frozen to visually indicate to the player that
he/she has paused the game; the continue and exit buttons
act as overlays on the screen
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1
2
CONTINUE] upon being highlighted, the
Continue option becomes illuminated to inform
the player that this option is currently ready for
selection. Upon selection, this option will resume
the animated game state
2
Continue
3
Quit
3
QUIT] upon being highlighted, the Quit option becomes
illuminated to inform the player that this option is currently
ready for selection. Upon selection, the player will be
redirected to the main menu as shown on the front-end
flowchart
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
Controls Screen
1
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1
CONTROLS SPLASH] this component of the interface
contains both the computer keyboard and Microsoft Xbox360
controls overtop of a static screen
2
BACK] upon being highlighted, the Back option
becomes illuminated to inform the player that
this option is currently ready for selection. Upon
selection, the player is redirected to the main
menu
2
Back
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
Credits Screen
1
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1
CREDITS SPLASH] this component of the interface
contains a hand-drawn illustrative splash portraying a
detailed environment from the game. Overtop of this is the
names and contact information of the dev team involved with
Stellar Forever
2
BACK] upon being highlighted, the Back option
becomes illuminated to inform the player that
this option is currently ready for selection. Upon
selection, the player is redirected to the main
menu
2
Back
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
“RESOURCE/RESEARCH” APPENDIX
Additional Image References
Environments
Film/Television:
- Sailor Moon
Literature and Published Illustration:
-Apple (magazine)
-Robot (magazine)
-Flight (graphic novel)
-Arcadia (magazine)
Characters and Character Dress:
Film/Television:
- Sailor Moon
- Power Rangers
Literature and Published Illustration:
- Apple (magazine)
- Robot (magazine)
Games:
- DJ Portable Max 2—NB Rangers specifically
- Persona 3 FES
- Persona 4 FES
- Muramasa: The Demon Blade
- Tatsunoko Vs. Capcom
- Odin Sphere
Miscellaneous/World:
Film/Television:
-
Literature and Published Illustration:
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Last Edited 7/13/2017
Copyright (C) 2010 Vancouver Film School – All rights reserved
- Apple (magazine)
- Robot (magazine)
- Kurohime (manga)
Games:
- Parodius
- Mario Galaxy
Additional Game-play References
Melee Combat
Games:
- Megaman Zero
- Twin Blade
- Bayonetta
- Devil May Cry Series
Alijah Ladd: [email protected]
Jordan Dixon-Layne: [email protected]
Trevor Roberts: [email protected]
Mac Ko: [email protected]
Samuel Sawian: [email protected]
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Last Edited 7/13/2017