Angry birds game design document




















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Alam MD Sazid. Licinio Figueira. A simple but yet loveable character laid the fountain down for a massively successful game and this is an element that i would like to get across in my game concept.

No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom. For the pause menu, common, easy to relate to images will be used. This makes for a very simple and universal language menu system. The HUD will remain graphical for the most part.

For HUD elements requiring the use of numbers to present various information like quantity or elapsed time, Arabic number will be used. Ninja Dojo will also try to incorporate other components of the phone during game play. However, these features will be added in future releases and or updatees. During a mission that requires the player to walk across a tight rope, the accelerometer can be used instead of the normal controls to imitate balancing. When the player equips the blowgun, instead of pressing a button to fire it, the player will blow into the microphone to simulate using an actual blowgun.

Ninja Dojo is a 2D casual side-scroller. The parallax effect with non-dynamic lighting will be used for the camera view. The camera should look and function like any classic SNES side-scroller e. These are people who enjoy a quick, fun game while waiting in line or riding the bus. Ninja Dojo should also appeal to the female audience because of cute graphics and game play with no gore.

Since levels will be relatively short one to five minutes at max , players can feel a sense of accomplishment and enjoyment within less than ten minutes of playing the game for the first time.

Short levels also allows the player to pick up the game for a couple minutes, play it, and get a sense of reward and accomplishment by being able to complete a level without having to spend countless hours. Our targeted age range will be from 13 — Ninja Dojo may appeal to younger or older players who enjoy games, but they are not the targeted audience.

The game will be split up in to many short, small levels. The requirements for completing each level will be different. For example, since the game is about a young ninja in training, the first mission will be to learn how to control and move the character, whereas the next level objective will be to hit a certain number of targets with throwing knives. Players should be able to complete a level in one to five minutes. There will be a score for each level and a ranking based on performance.

As the player completes levels he will unlock more training missions and gain access to new weapons and techniques. Before being able to use these techniques, the player must master them in training, which can consist of one to five levels, depending on the weapon or skill. Instead of tracking movements and playing style, score will be purely based on accuracy [ratio of number of weapons used to number of targets] and elapsed time.

Ninja Dojo should have a very fluid feel. The overall game graphics should have a look that resembles Angry Birds, but still plays like a classic SNES side-scroller especially those from the Super Mario series. Characters and objects will have a very cutesy look and game play should be relaxed and enjoyable. John]: For homework, check out "Urban Ninja". I think your game differentiates well in that it makes better use of "Ninja-like" features and player skill.

Optimistically there will be 10 levels for the alpha build, but if time does not permit then there will be at least 5. When practicing with weapons, instead of aiming at people the player will aim at targets instead. There will be a small, medium, and large circular target as well as straw scarecrow shaped target. Although these are not characters, there will be traps in the game that can hurt the main character. In future version of Ninja Dojo there will be enemies but for now the traps will serve as enemies.

The first type of trap is a bamboo spike. These are sharpened pieces of bamboo that are placed on the ground or shoot out from a wall, ceiling, or the ground. The next type of trap is an automatic arrow launcher. This can either be fired on a timer or activated by a sensor. However, they will be incorporated in a future release and or update. Q: Will there be more than one type of Ninja the player can choose? Classic archetypes?

Kunai are a short-range projectile weapon with high damage that travels medium speed. The player will have to take gravity into account when using this weapon. If time permits, kunai will be designed such that the player can also choose to use them for slashes and stabs like a dagger.

This feature may be released in an update or a new, separate weapon like a sword will be added. Shuriken are a medium range projectile weapon with medium damage that travels at medium speed. The player will have to take gravity into account when using this weapon but not as much as kunai. Guni are a short to medium range projectile weapon with low damage that travels at high speed.

Guni will hit the target almost instantly, therefore gravity will not effect it. Fuikiya are a short to medium range projectile weapon with low damage that travels at high speed. Darts will be affected by gravity. However it will be included in a future one. This is more of an aide weapon that the player will use to get to climb to high platforms or swing across large gaps.

However, it will be included in a future one. The game will progress like Angry Birds. Missions will be structured like Angry and the Super Mario Brother series. Levels will be short and can be completed with ease in about one to five minutes. The time aspect is similar to the Super Mario Brother series, except there is no time limit. Effectiveness will be calculated based on how the player decides to approach the mission. For example if the mission requires a player to bypass traps to get to a goal, a satisfactory approach would be to reach the goal but set of a few traps.

A better approach would be to disable the traps and reach the goal. The best approach would be to reach the goal without setting off or disabling any traps. A player's score will be based on two things: elapsed time and number of weapons used.

The only factor that will affect the star rank is the elapsed time. Two predeturmined "target scores" will be set for each level; one score will deturmine the max elapsed time for three stars and another for two stars. Anything below those two target scores will get only one star.

For example, if there are only three targets in the level, a perfect score would be only using three throwing stars to hit the targets.

This gets rid of the complicated point system and clearly shows the player what is required to get a completely perfect score, something that I feel Angry Birds does not do a good job of. The to calculate the optimal time, Dijkstra's Algorithm will be used. The player will be be the starting node and all other nodes will be the targets. The edges of the graph will be calculated based on how long it would take to travel there.

In calculating these times, it can be assumed that the player will be moving at max speed. For targets that are out of the player's reach i. These detours will then need to be re-factored into the graph and Dijkstra's Algorithm should be recalculated. The target time that is calculated by Dijkstra's Algorithm should be ideally used as the lower bound for the three stars scores, but that may not always be the case.

For example, if a target is directly above a player but still within his throwing range, Dijkstra's Algorithim would factor in the time it would take to get there.

For these kinds of cases, the level designer needs to step through his level and manually calculate it. Another work around would be to chose the nodes as the spots the level designer would like the player to be in when attacking the target. That way it cuts down on the unnecessary travel time to the actual target. John]:every weapon and obstacle will need a value defined that contributes to the "ninja like" score probably should call this value "Ninpo".

This will need to be balanced using a soak sheet. I will explain soak sheets later. Each level will have its own set of objectives. The overall objective of the game is to study and learn Ninpo and master all the techniques. This is accomplished by completing the various training levels for a certain weapon or technique.

There will be no lengthily cut scenes to watch or complex instructions to read. The general underlying flow of each mission will be the same. There will be brief graphical instructions that describe to the player what the mission objectives are. The player will then immediately dive right into to completing the mission.

If the player dies before completing the mission a fail screen will popup and the player will have the option of returning to the mission select screen or restarting the mission from the beginning. Since levels are relatively short there is not need for save points during a mission. There will be a pause function, but there is now way to save the current state of gameplay and return after exiting the application. John]: Every level requires difficulty ramping.

Read this Gamasutra article to insure Ninja Dojo achieves this requisite. Physics for Ninja Dojo will try to be as realistic as possible. There will be gravity, friction, inertia, and harmonic motion simple and damped. Physical factors that will not be accounted for are wind resistance and drag. For calculations, a relative weight system will need to be used. This will be decided upon later during implementation and tweaked to provide the desired results. Movement will feel similar to Super Mario 64 but two-dimensional instead of three-dimensional.

For the scope of the project, the player will have limited ability to interact with his surroundings. He cannot pick up common objects like rocks or branches. His extent of interacting with the environment objects is. For the scope of the project, the player will not be able to move any objects. In future versions the player will be able to push, pull, or carry common objects to help him reach places or confuse the enemy.

The player can control use weapons based on control scheme. See section 5. There are no fight scenes or boss battles in this version of Ninja Dojo. Combat will be more one sided. For example some missions will require the player to hit a certain number of targets. Thus the combat is more target practice like. Another different kind of level could require the player to avoid getting hit by various traps, which is more of a survival obstacle course. Of course, there will be hybrid levels that require the player to hit targets while avoid traps.

Since there is no currency or purchases done in the game, there really is no need for an economy.



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