. 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 Page 2 Last Edited 7/13/2017 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 Page 3 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 4 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 5 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 6 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 7 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 8 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Page 9 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 10 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 11 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 12 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Octosaurus Rex Image 1.1 - Brutus Team Midnight Revolver Page 13 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 14 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Octosaurus Rex Image 1.2 - Rawr Team Midnight Revolver Page 15 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 16 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Octosaurus Rex Image 1.3 – Happy Team Midnight Revolver Page 17 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 18 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 19 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved STYLISH COMBAT For the complexities of the Combat System, please see Melee Combat in Combat System. Team Midnight Revolver Page 20 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 21 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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”. Team Midnight Revolver Page 22 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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) ^ Team Midnight Revolver Page 23 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 24 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Controls Image 1.2 – Keyboard controls Team Midnight Revolver Page 25 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 26 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 27 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Team Midnight Revolver Page 28 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 29 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved “Health system Image 1.1 – Health bar” BEAT CHART Team Midnight Revolver Page 30 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved EXPECTED DURATION OF GAME-PLAY EXPERIENCE DURATION OF EXPEREINCE PRE-BOSS EXPERIENCE 1 minutes BOSS EXPERIENCE 4 minutes COMPLETE EXPERINCE 5 minutes Team Midnight Revolver Page 31 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 32 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 33 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved CHARACTERS Team Midnight Revolver Page 34 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved NPC CHARACTERS Team Midnight Revolver Page 35 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 36 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Stella’s height: 4”6’ Octosaurus Head Height: 9”1’ Octosaurus Tentacle Height: 14” Shark Height: 5”1’1 Team Midnight Revolver Page 37 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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 Team Midnight Revolver Page 38 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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. Team Midnight Revolver Page 39 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved 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) Page 40 STELLAR FOREVER • 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 Team Midnight Revolver Page 41 STELLAR FOREVER • 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). Team Midnight Revolver Page 42 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved “GAME INTERFACE–WIREFRAMES” APPENDIX Team Midnight Revolver Page 43 STELLAR FOREVER 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? Team Midnight Revolver Page 44 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Main Menu 1 TITLE SPLASH] this component of the interface contains a hand-drawn illustrative splash portraying a detailed environment from the game STELLAR FOREVER 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 Team Midnight Revolver Page 45 STELLAR FOREVER 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 STELLAR FOREVER 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 Team Midnight Revolver Page 46 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Controls Screen 1 STELLAR FOREVER 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 Team Midnight Revolver Page 47 STELLAR FOREVER Last Edited 7/13/2017 Copyright (C) 2010 Vancouver Film School – All rights reserved Credits Screen 1 STELLAR FOREVER 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 Team Midnight Revolver Page 48 STELLAR FOREVER 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: Team Midnight Revolver Page 49 STELLAR FOREVER 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] Team Midnight Revolver Page 50 STELLAR FOREVER Last Edited 7/13/2017
© Copyright 2026 Paperzz