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Mutant Cakes
   Attack




    Daniel Michael

       3103360
INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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Game Outline

High Concept

You are ninja. You must use your special assassin abilities to overturn the mutant cakes
and take back the city in the final battle of the bulge.

As ninja, the player must work her way through four different lands to conquer the mutant
cakes before they take over the final landscape – the city.


1. Gameplay

Goal

There are four main worlds within the game which progress in a parallel layout (Adams,
E. & Rollings, A. 2007).

The four main worlds, Country, Residential, Industrial and City must be saved from the
mutant cakes that slowly take over each world.

As the player traverses each landscape destroying cakes, the enemy also continues
alongside her defying being completely hunted down and destroyed.

The player encounters evolved mutant cakes at the end of each world level and must
defeat it before gaining access to the next world.

The ultimate goal is to stop the mutant cakes from reaching the City World and
conquering civilization.




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The following table describes the high level game progression through each of the four
worlds and the required skill level to complete each.

    Rural World             Residential World         Industrial World            City World

Explore world               Slow Mutant Cake         Defeat L2 & L3 Mutant   City in chaos, defeat L3
                            progression by           Cakes                   Mutants
                            defeating L2 mutant
                            cakes

Fight Level 1 Mutant        Fight mutant cakes and   Find advanced           Destroy all L2 Mutants
Cakes                       uncover new abilities    weaponry & Master       and uncover ‘True
                                                                             Ninja’ suit

Gain basic fighting skill   Gain weaponry skills     Learn combo skills      Gain advanced skills
to advance                                                                   and master

Defeat Level Boss           Defeat Level Boss        Defeat Level Boss       Defeat Level Boss to
                                                                             win game (victory
                                                                             condition)




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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Challenges

The table below sets out a list of the challenges found throughout the game.

                Challenge Type                                    Challenge detail

Fighting mutant cakes                              As ninja the player must fight the mutating cakes
                                                   and learn different moves to progress (related
                                                   action – Basic Attack).

Special abilities                                  There are basic fighting skills bestowed upon all
                                                   players on entry to the game world but there are
                                                   special moves available to the player (related
                                                   actions – Special Abilities).

Find weapons                                       The player must find and collect the weapons
                                                   required to stop the mutant cakes from taking over
                                                   each game world location (related action –
                                                   Weapon Use).

Find Mutant Bosses                                 Mutant bosses at the end of each level must be
                                                   found and defeated.

Defeat multiple enemies                            Mutating Cakes have built in Artificial Intelligence
                                                   that they will use to attack in packs making defeat
                                                   harder for the player. She must find ways to use
                                                   abilities learnt to defeat multiple enemies
                                                   simultaneously.

Uncover Ninja Secrets                              The player must uncover Ninja secrets at certain
                                                   points in the game to be able to defeat Boss level
                                                   mutant cakes or to reveal special abilities.

Uncover Mutation plants                            Mutation plants are found in the Industrial and City
                                                   levels. This is where the Mutant Cakes are re-
                                                   producing and must be stopped.

Find the ‘True Ninja’ master black suit            The True Ninja suit is demonstrative of having
                                                   learnt all abilities and having mastered all
                                                   weaponry in readiness for the final Boss Level
                                                   Mutant Monster Cake.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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Actions

   Action type                   Action description                          User Controls

Basic movement         Ninja are able to move forward, back and      Ninja movement can be mapped
                       up and down in this free roaming third        directly to mouse or basic
                       person perspective world.                     keyboard control.

                                                                     Scroll-wheel mouse movement
                                                                     will move the terrain and look
                                                                     forward, back and left and right
                                                                     through the available game world
                                                                     view.

                                                                     Forward – D
                                                                     Back – A
                                                                     Up – W
                                                                     Down – X

                                                                     The arrow keys perform the
                                                                     same action as a mouse scroll
                                                                     wheel described above.
Basic Attack           Basic attacks bestowed upon game              All attacks are keyboard
                       commencement include punch, kick and          assigned
                       jump.
                                                                     Punch – J
                                                                     Kick- K
                                                                     Jump - Spacebar


Special Abilities      Special abilities are earned by progressing   Special abilities are keyboard
                       through the gameworld and awarded at          assigned and include
                       intervals where significant challenges have   combination key pushes as well
                       been overcome.                                as extra key functions which are
                                                                     unlocked by these progressive
                                                                     measures

                                                                     N – Slide takedown
                                                                     M – Flying kick
                                                                     < - Punch Kick Combo
                                                                     > - Throw

Weapon Use             As the player progresses through each         Weapons are assigned to
                       gameworld she will find weapons, which        keyboard keys as they are
                       can be used in attacking mutant cakes.        gained instructions will be given
                                                                     to the player via modal pop-ups
                                                                     allowing customization of key
                                                                     preference

                                                                     U – Sword slash
                                                                     I – Sword stab
                                                                     O – Nun-chuck attack

Defense                The player can defend herself from cakes      Z – basic defend
                       that tempt them to gorge on them.
                                                                     Z+U – weapon block defense
                                                                     move

Gorge                  Ninja is swayed by temptation and gorges      If the protagonist is lured by the
                       on cake.                                      enemy taunting and eats mutant
                                                                     cake he is slowed down gains
                                                                     weight making him less effective
                                                                     as ninja warrior.

                                                                     Too many ‘Gorges’ and the
                                                                     player will lose life points and


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                                                                   eventually one avatar life.

Menu access            The menu access is available during game    Y – Menu access (game pause)
                       play and allows the player to check her
                       characters attributes such as health,
                       abilities and weapon log.

Save game              The save game menu allows the player to     Accessed via the modal pop up
                       save her current position in the game       ‘Menu access’
                       world.




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                                   Figure 4. Hierarchy of challenges


The hierarchy of challenges diagram above (figure 4.) explains how the atomic
challenges (explore Rural World, Residential World etc) create the sub-missions (fight
cakes, gain skills etc) to complete each level mission (defeat multiple enemies) and
complete the ultimate goal (defeat Level Boss) to win the game (achieve victory
condition).




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2. Story and Character

Backstory

Gradually the human race has become lazier and lazier, preferring mass-produced fast
food to fresh healthy produce. Take away shops, fast food chains; sweets, chocoloates
and cakes gradually became the preference to any type of healthy alternative.

While we grew lazier we injected hormones and used artificial ingredients that were
chemically produced and created foods that became less and less nutritional and more
and more dangerous.

One day the products of our environment and creation, mutated into sentient life forms
and the cakes that we grew to love and enjoy suddenly took on it’s own form - and it
wasn’t happy.

Mutant cakes gradually turned into anthropomorphic beings and started turning against
human kind, chasing us out of house and home across the land and threatening
humanity with a violent, sickly sweet takeover.

Objective

The objective of the game is to defeat the mutant cakes before they conquer civilization.
The game has four levels and in order to defeat the mutant cakes, the player must travel
through each world, conquering mutant cakes before finally defeating the final City World
Level Boss.

The player must progress successfully through each of the four levels, defeating Level
Bosses at the conclusion of each world’s activity. She must then defeat the final Level
Boss at the conclusion of the City World to be the overall game winner.

Defeating the City World Level Boss is known as the games victory condition (Adams, E.
& Rollings, A. 2007).

Mission

Aimed at the casual gamer market, the game’s narrative features a fold back style story
which sees the player engaged in creative play as she navigates each world roaming her
environment engaging enemies in different situations as she progresses.

This means that she is free to explore each world as she chooses for a quick fun
interaction, encountering mini challenges along the way, but will inevitably always arrive
at the end of the world level in the same way to defeat the Level Boss (see figure 6).


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There are four worlds and four Level Bosses, each of which will slowly become harder to
defeat.

This progressive creeping of difficulty occurs in an intuitive manner becoming harder as
more sub-missions and levels are completed. The player will need to find weapons which
will be required to defeat level bosses - the game engine tracking this progress so that
she will not move past a certain level if those requirements are not met. This is called a
saw-tooth progression of difficulty (Adams, E. & Rollings, A. 2007).

As well as weaponry, special moves (Ninja abilities) can be learnt and these are
presented to the player visually as icons in the Active Shell menu.

Level Health and Ability are the two main visual indicators that are shown to the player
(see User Interface Figure 7) giving her mission feedback.

As Special Abilities are earned and weapons found the story engine will progress the
game engine to keep the narrative moving through the sub-missions to the Level
missions in a natural way that appears seamless to the player.

These collective atomic challenges & missions combine to complete the narrative of each
World Level and will trigger the game engine to engage the player at the right moment in
Boss Level gameplay (Adams & Rollings, 2007).

Each Level Boss is a key narrative event in the game world hence is embedded in the
story engine to ensure that the player has learned enough in each world level to progress
so that the story moves in a way that seems in keeping with the style of the game.

When engaged in Boss Level gameplay the L1, 2 & 3 mutant cakes are not featured so
that the player is left to defeat the Level Boss. Level Boss monsters need to be defeated
multiple times in order to win (see Core Mechanics, Rules).

The visual feedback provided shows the mutant cakes beginning to crumble, pieces
falling away and finally the cakes crumbling to dust.

Key to the narrative progression is that the player is not required to defeat all cakes in
order to get to and defeat the Level Boss at the end of each World Level. This indicates
to the player that the cakes continue to mutate and take over each city despite her best
efforts right until the final City World. In this way the player must realise that they must
continue the good fight to defeat the mutating cakes but also realises that the final
showdown will occur at the City World level.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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Characters

Our main protagonist is ninja; a small but deadly assassin that kicks, punches, slashes,
bash and smash their way through multiple mutant cake enemies, turning them to wispy
clouds of icing sugar.

The player can chose from four primary colour ninja outfits, red (see Figure 1 for some
basic mockups of comic style of the game), yellow, green and blue providing her with an
element of creative and expressive play (Adams & Rollings, 2007).

The ‘True Master Ninja’ (see Figure 2.) outfit is evidence of mastery of the arts and as
such, must be earned.




                                                                                                

                 Figure 1 Red Ninja                 Figure 2 - True Master Ninja




Character development

Enhancing expressive play the player can chose her ninja colour at the onset of the
game.

This increases her feeling of belonging in the game and is how the magic circle is
entered, separating the real world from the pretended reality (Adams & Rollings, 2007.
p7). The player enters and thus begins her journey becoming the protagonist as ninja, a
powerful statement of expressive play.

Characters develop through the progression of worlds Rural through to City. The main
form of development is to learn new abilities, find weaponry to master and unlock the
secret of the True Master Ninja.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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Enemies

The enemies are ‘mutant cakes’ that have evolved from our over-stimulated environment
of greed and gluttony on Planet Earth.

Cakes evolve becoming more powerful through 3 levels of mutation and are both comical
and deadly, but must be stopped before they reach the city.

Ninja can also be enticed by the sickly sweet temptations and can be tempted to eat
them instead of destroying them, which is known as a Gorge attack.

The enemy shows character development through their different mutations, which are
visually shown by swelling or distortion of the cake bodies and faces as well as different
colours as visual indicators of change.




                       Figure 3. Examples of different Level 1 ‘Mutant Cakes’




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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3. User Interface




                                    Figure 5. Game flow chart


The flowchart above (figure 5.) describes the flow of the game.

Upon commencement the player is presented with a Splash/Intro Screen showing cut
scenes and short animated teasers, which loops, creating a visual identity or feel for the
game.

From this Splash screen the player can select to ‘Enter’ where she travels to the ‘Profile’
screen where she may choose a player colour (or keep the default) enter details such as
name and save location, and then start the game.

In a foldback fashion once each world is entered the player is free to explore the area
uncovering secrets, abilities and defeating the enemy but will always eventuate at the
same point to defeat the Level Boss. To this end each game world defines the total scale
of the game – the boundaries of each world are free to be explored but the edges of each
world will wrap at the top, bottom and sides to get around the ‘edge of the world’ problem

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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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associated with large open spaces (Adams & Rollings. 2007). This defines the physical
gameworld.

The Shell Menus allow the player to pause the game and save their current position.
Although this can decrease the player’s immersion in the game it is available so that she
has the choice as the pace can be frantic and overwhelming and she may feel like a
break to assess her strategy, check weapons available and save the current position if
defeat seems likely (Adams & Rollings 2007).

The Active Shell menu also allows her to check character attributes and weapons/secrets
collected which becomes important as the worlds progress to have collected certain
fighting prowess and weapons to be able to defeat the Level Boss.

The shell menus are mapped to keys that learned progressively by the player, for
example by discovering a weapon, the way to use it is instructed by instructed by modal
pop up.

If the player misses the instruction the Active Shell menu can be accessed and it is here
they can take stock of abilities and weapons control etc.




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                          Figure 6. Game Progression - story flow chart


Figure 6 depicts how the player creates the fold back story experience to create the
narrative in her own choice of progression. Each event depicts a series of occurrences
(fights/attacks) that eventually lead her to the Level Boss.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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                                  Figure 7. Main Gameplay mode


Figure 7 shows the main Gameplay mode. By minimizing shell menus and meters to a
minimum, maximum real estate remains available during the main Gameplay mode. This
provides the player a greater visual freedom to roam and explore in expressive free form
play (Adams & Rollings 2007).

The Active Shell menu is still available in this Gameplay mode but will pause the game
momentarily while it is accessed.

Authors note: Further development could create a split-screen ability so the player
doesn’t lose the in-game immersion by accessing the Active Shell Menu.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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                               Figure 8 Ninja Attributes Shell Menu


Figure 8 shows the Ninja Attributes Active Shell menu that is displayed as a contextual
pop up accessed by keyboard shortcuts and provides the player with a short pause and
the ability to take stock on health, abilities and special attributes she has earned.

The game is played in action classic Third Person Perspective and allows the player to
see the character and with the camera following behind. It employs the avatar based
interaction model where the player is able to see her avatar and the camera follows from
behind.




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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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The elements of each component of the Active Shell menu are described by their
Element, Function and Player Feedback in the table below.

   Ninja Attributes – Elements

  Element                           Function                           Player Feedback

  Health (bar attribute)             A visual element displays the     Power bar – visual element.
                                    player’s current health status.    Sectioned into 4 equal
                                    Decreases through enemy            sections that deplete in half
                                    attack and by gorging on           quantities, giving one full life 8
                                    enemy and is mapped to             depletions of health bar before
                                    players lives available. Once      1 life is lost.
                                    depleted below visual level
                                    one life is lost and player must
                                    start again from last
                                    checkpoint.

  Lives (visual element             Visual element showing             On or off values. Maximum
                                    outline version of avatar.         value of 4. Starting position of
                                                                       3 lives, reduced by losing life,
                                                                       gained by finding one-ups
                                                                       through game world.

  Fighting Ability – Kicking        Bestowed basic ability – kick      Visual element, player
  (Active Shell Menu)               attack                             executes keyboard move,
                                                                       avatar responds with
                                                                       bestowed basic movement

  Fighting Ability - Punching       Bestowed basic ability –           Visual element, player
  (Active Shell Menu)               punch attack                       executes keyboard move,
                                                                       avatar responds with
                                                                       bestowed basic movement

  Fighting Ability - Combo          Earned advance ability –           Visual element, player
  (Active Shell Menu)               punch kick combo attack            executes keyboard move,
                                                                       avatar responds with learnt
                                                                       advanced attack combining
                                                                       punch with kick

  True Ninja (Active Shell Menu)    Earned advanced ability –          Visual element. True ninja
                                    True ninja attack                  shown through Black Ninja
                                                                       outfit depicting level of kung-fu
                                                                       mastery

  Ninja Gorge (Active Shell         Enemy attack – ninja is lured      Visual element. Ninja is lured
  Menu)                             into eating enemy slowing her      into eating Mutant Cake,
                                    down                               which adds bulk to avatar and
                                                                       slows movement down, also
                                                                       depletes one half of quarter
                                                                       health element per gorge
                                                                       action.

  Ninja Weapon – basic (Active      Bestowed weapon attack             Activated by key press, details
  Shell Menu)                                                          accessed by Active Shell
                                                                       Menu

  Ninja Weapon – intermediate       Earned weapon attack – Slash       Activated by key press, details
  (Active Shell Menu)               and stab variations available      accessed by Active Shell
                                    once weapons found                 Menu

  Ninja Weapon – advanced           Earned weapon ability – one        Activated by key press, details
  (Active Shell Menu)               touch defeat attack that           accessed by Active Shell
                                                                       Menu



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4. Core Mechanics

 ‘Mutant Cakes Attack’ feature several single entities that provide descriptions for objects
 such as health, movement, attacks, actions functionality and weaponry, that combine to
 create the games core mechanics (Adams & Rollings 2007). The entities and their
 relationships are explained as a flowchart in figure 9.




                                   Figure 9. Entity relationships


 The term ‘Passive entities’ in the Legend (figure 9) is used to describe those entities
 which do not affect gameplay. They are core functions such as player creation, game
 saving, loading and saving options and world statistics.

 Ninja entities are used to describe attributes, movements, attacks actions and weapons
 available to the player. These are outlined as the Active Shell Menus above.

 Cake entities are describe the entities belonging of the mutant cakes which also
 Passive entities because the player is unable to control them through gameplay.

 The Passive entities act as the taxonomy of the Ninja and Cake entities. Once the game
 has begun and we enter the game world (see Figure 5) the Passive entities are no


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INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
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 longer required by the Ninja and Cake attributes until the player accesses the Storage
 Shell Menu (see Figure 5 also).

 Ninja attributes are the entities affecting ninja only.

 Ninja movement attributes work synchronously with weapons, ninja attacks and ninja
 actions. They are also affected by the Enemy Abilities and Enemy attributes accordingly
 (see Figure 9).

       Entity                                          Description

Menu                Passive shell menu that holds information not used actively in main gameplay
                    mode

Save                Shell menu available to player at all stages of gameplay. Container for all save
                    entities

World               Passive shell menu that concern overall game entry and exit points as well as
                    score boards and Level Boss information

Ninja Attributes    Holds condition of player including numeric relationships to well being, player
                    choice and some source conditions

Ninja Movement      Contains all events related to player movement in active game world

Weapons             Holds all sources that can be found in the game during active play

Ninja Attacks       All types of events that the player can do in concert with Ninja Movment conditions

Ninja Actions       Container of actions that occur as a result of events or conditions related to Ninja
                    movement and Ninja Attacks

Enemy Movement      Condition information of enemy movement in active game world

Enemy Abilities     The entity responsible for enemy events

Enemy Attributes    The enemy conditions




In Game Economy

Mutant Cakes Attacks in-game economy is comprised of the health of the main
protagonist, how many lives she possesses, and attacks of the enemy.

As an action adventure game with fighting actions, the economy is mainly affected by the
success of fighting or gorging.




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According to Adams & Rollings (2007) sources are the available items in the game world
that are available and these comprise of weapons and abilities (attacks) in the game.

Drains are the means by which the entities are reduced or depleted (Adams & Rollings,
2007) and these are represented by the gorge attack of the enemies and temptation to
gorge from the main protagonist.

If ninja succumb to eating cake instead of destroying it they are depleted of health at a
rate of 1:1. 1 being half of a quarter of a health meter bar (see Figure 8 Ninja Attributes
Elements table).

Rules

The rules of the game are common to action style fighting adventure games, explore,
fight and win scenarios exist in each world which succeed one another in a linear fashion.

Game settings available by the Passive Shell Menu under the Options settings at Startup
allow the player to select from 3 different difficulty levels; Easy, Medium and Hard.

These system settings offer variance by increasing the random number of enemies
generated per world per lifecycle of the game being played as per the table below.

  World Level                   Easy                     Medium                    Hard

Rural               5 enemy per 2 minutes    10 enemy per 2 minutes of    20 enemy per 2
                    real time                real time                    minutes of real time

Residential         7 enemy per 2 minutes    12 enemy per 2 minutes       25 enemy per 2
                    real time                real time                    minutes real time

Industrial          9 enemy per 2 minutes    14 enemy per 2 minutes       30 enemy per 2
                    real time                real time                    minutes real time

City                11enemy per 2            16 enemy per 2 minutes       35 enemy per 2
                    minutes real time        real time                    minutes real time




The temporal dimension of a game world defines the way that time is treated in that world
and the ways in which it differs from time in the real world (Adams & Rollings, 2007.
p107).

To create a passing of time each world is on a set cycle to continue for no longer than
one hour of real time per world. The game engine will detect the passing of real time and
trigger key events to keep the game moving toward the Level Boss.



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 To reach Level Bosses the player must reach obtain certain levels of defeat in each
 world before progressing as indicated by the table below.

 World Level           Defeat 1                 Defeat 2                 Defeat 3        Final Defeat

Rural             1 x Kick Punch           Kick Punch Combo +       NA
                  Combo                    Basic Weapon Attack

Residential       2 x Kick Punch           Kick Punch Combo +       Secret Ninja
                  Combo + Basic            Advanced Weapon          Attack
                  Weapon Attack            Attack

Industrial        3 x Kick Punch           Kick Punch Combo +       Special ability
                  Combo + Basic            Advanced Weapon          discovered in this
                  Weapon Attack            Attack + Secret Ninja    world
                                           Attack

City              Kick Punch Combo         2 x Kick Punch           3 x Kick Punch       True Ninja
                  + Advanced               Combo + Advanced         Combo +              move executed
                  Weapon Attack +          Weapon Attack +          Advanced Weapon
                  Secret Ninja Attack      Secret Ninja Attack      Attack + Secret
                                                                    Ninja Attack




World progression and Victory Condition

Upon creating a profile (naming the avatar and selecting colour) the game is started at
the beginning of the Rural World (see Figure 6 -Game Progression flow chart) and the
player must fight her way through to the Level Boss, collecting abilities and weaponry
available, before being able to attempt to complete Residential World (see Figure 4
Hierarchy of Challenges).

The following table describes the basic looping rule governing that progression and
defining the victory condition.

                 Action type                                     Core mechanic description

Global action: Game Progression                       IF player has defeated Level Boss (any world)
                                                            THEN show planet as completed AND
Trigger: Level Boss defeated (any world)
                                                            continue to next World.

                                                      IF player has defeated Level Boss x 4

                                                                 THEN show end sequence (Victory
                                                                 Condition)

                                                      ELSE move player onto next World



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                                                   WHENEVER player is defeated by Level Boss
                                                   (any world)

                                                            THEN subtract one from NINJA
                                                            ATTRIBUTE ENTITY and return to
                                                            beginning of previous world




The next table explains the games movement mechanics and how enemies interact with
the player and worlds and the damage and health rules overarching the main Gameplay
mode.

                  Action type                               Core mechanic description

Global action: Basic movement                      IF key D IS pressed
                                                        THEN move avatar forward 1 pace
Trigger: Keyboard commands used in Active          IF key A IS pressed
Gameplay mode                                            THEN move avatar backward 1 pace
                                                   IF key W IS pressed
                                                         THEN move avatar upwards 1 pace
                                                   IF key X IS pressed
                                                       THEN move avatar downward 1 pace
                                                   ELSE take no action
Global action: Basic attacks                       IF key J IS pressed
                                                         THEN EXECUTE avatar Punch attack
Trigger: Keyboard commands used in Active          IF key K IS pressed
Gameplay mode                                           THEN EXECUTE avatar Kick attack
                                                   IF key Spacebar IS pressed
                                                         THEN EXECUTE avatar Jump action
                                                   ELSE take no action
Global action: Special Abilities                   IF key N IS pressed
                                                        THEN EXECUTE avatar Slide action
Trigger: Keyboard commands used in Active          IF key M IS pressed
Gameplay mode                                           THEN EXECUTE avatar Kick_Advance
                                                        action
                                                   IF key < IS pressed
                                                         THEN EXECUTE avatar Combo action
                                                   IF key > IS pressed
                                                        THEN EXECUTE avatar Throw action
                                                   ELSE take no action
Global action: Weapon Use                          IF key U IS pressed
                                                        THEN EXECUTE avatar Weapon_slash
Trigger: Keyboard commands used in Active                  action
Gameplay mode                                      IF key I IS pressed
                                                        THEN EXECUTE avatar Weapon_stab
                                                           action
                                                   IF key O IS pressed
                                                       THEN EXECUTE avatar Weapon_swing
                                                            action
                                                   ELSE take no action




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Global action: Defense                             IF key Z IS pressed
                                                         THEN EXECUTE avatar Block action
Trigger: Keyboard commands used in Active          IF key Z+U IS pressed
Gameplay mode                                           THEN EXECUTE avatar Weapon_defend
                                                           action
                                                   ELSE take no action
Global action: Gorge                               IF enemy action Gorge_tempt = YES then
                                                        EXECUTE Ninja action Gorge_L1
Trigger: Keyboard commands used in Active          IF enemy action Gorge_tempt = YES + 1 then
                                                        EXECUTE Ninja action Gorge_L2
Gameplay mode
                                                   IF enemy action Gorge_tempt = YES + 2 then
                                                        EXECUTE Ninja action Gorge_L3
                                                   IF enemy action Gorge_tempt = YES + 3 then
                                                        EXECUTE Ninja action Ninja_defeat
                                                   IF enemy action Gorge_attack = YES and Ninja
                                                        attack < Block then EXECUTE Ninja action
                                                        Gorge_defeat


Global action: Menu access                         IF key Y is pressed
                                                        THEN pause Active gameplay and DISPLAY
Trigger: Keyboard commands used in Active &                 Storage Shell menu
Passive Gameplay mode                                   ACTIVATE Storage Shell menu mechanics
                                                            (not covered)

Global action: Save game                           WHEN Storage Shell menu ACTIVE
                                                        THEN save game to memory
Trigger: Keyboard commands used in Active
Gameplay mode




_____________________________________________________________________________________________ 
                                                                                               23
INFT6300 – Assignment 2: Game Script Report                Daniel Michael, 3103360 UoN Trimester 1, 2010
_________________________________________________________________________________________________


References

Adams, E. & Rollings, A. (2007). Fundamentals of Game Design. New Jersey: Pearson
Prentice Hall.

Creative Commons Attribution-ShareAlike. Wolfenstein 3D. (n.d.) Retrieved February 14,
2010 from http://en.wikipedia.org/wiki/Wolfenstein_3D

Citations

Adams, E. (2007). High Concept Document template. New Jersey. Pearson Education.

Adams, E. (2007). The Game Treatment Document. New Jersey. Pearson Education.

Crazy Flasher 2 (2010). Developer: Andy Law’s Web V5.0. Publisher. Gameninja.com.

Narrative Mode. (n.d.) Retrieved February 14, 2010 from,
http://en.wikipedia.org/wiki/Narrative_mode

Moby Games. (1999-2010). 3rd-Person Perspective. Retrieved February 14, 2010, from
http://www.mobygames.com/genre/sheet/3rd-person-perspective/

SpongeBob Halloween Horror. (2010). Developer: Game Ninja. Publisher:
GameNinja.com.

Yangloong Legend 2: 2nd Impact. (2009). Developer: Vlux Studio. Publisher:
Creetor.com.




_____________________________________________________________________________________________ 
                                                                                               24

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Mutant Cakes Attack Script Report

  • 1. Mutant Cakes Attack Daniel Michael 3103360
  • 2. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Game Outline High Concept You are ninja. You must use your special assassin abilities to overturn the mutant cakes and take back the city in the final battle of the bulge. As ninja, the player must work her way through four different lands to conquer the mutant cakes before they take over the final landscape – the city. 1. Gameplay Goal There are four main worlds within the game which progress in a parallel layout (Adams, E. & Rollings, A. 2007). The four main worlds, Country, Residential, Industrial and City must be saved from the mutant cakes that slowly take over each world. As the player traverses each landscape destroying cakes, the enemy also continues alongside her defying being completely hunted down and destroyed. The player encounters evolved mutant cakes at the end of each world level and must defeat it before gaining access to the next world. The ultimate goal is to stop the mutant cakes from reaching the City World and conquering civilization. _____________________________________________________________________________________________      2
  • 3. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ The following table describes the high level game progression through each of the four worlds and the required skill level to complete each. Rural World Residential World Industrial World City World Explore world Slow Mutant Cake Defeat L2 & L3 Mutant City in chaos, defeat L3 progression by Cakes Mutants defeating L2 mutant cakes Fight Level 1 Mutant Fight mutant cakes and Find advanced Destroy all L2 Mutants Cakes uncover new abilities weaponry & Master and uncover ‘True Ninja’ suit Gain basic fighting skill Gain weaponry skills Learn combo skills Gain advanced skills to advance and master Defeat Level Boss Defeat Level Boss Defeat Level Boss Defeat Level Boss to win game (victory condition) _____________________________________________________________________________________________      3
  • 4. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Challenges The table below sets out a list of the challenges found throughout the game. Challenge Type Challenge detail Fighting mutant cakes As ninja the player must fight the mutating cakes and learn different moves to progress (related action – Basic Attack). Special abilities There are basic fighting skills bestowed upon all players on entry to the game world but there are special moves available to the player (related actions – Special Abilities). Find weapons The player must find and collect the weapons required to stop the mutant cakes from taking over each game world location (related action – Weapon Use). Find Mutant Bosses Mutant bosses at the end of each level must be found and defeated. Defeat multiple enemies Mutating Cakes have built in Artificial Intelligence that they will use to attack in packs making defeat harder for the player. She must find ways to use abilities learnt to defeat multiple enemies simultaneously. Uncover Ninja Secrets The player must uncover Ninja secrets at certain points in the game to be able to defeat Boss level mutant cakes or to reveal special abilities. Uncover Mutation plants Mutation plants are found in the Industrial and City levels. This is where the Mutant Cakes are re- producing and must be stopped. Find the ‘True Ninja’ master black suit The True Ninja suit is demonstrative of having learnt all abilities and having mastered all weaponry in readiness for the final Boss Level Mutant Monster Cake. _____________________________________________________________________________________________      4
  • 5. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Actions Action type Action description User Controls Basic movement Ninja are able to move forward, back and Ninja movement can be mapped up and down in this free roaming third directly to mouse or basic person perspective world. keyboard control. Scroll-wheel mouse movement will move the terrain and look forward, back and left and right through the available game world view. Forward – D Back – A Up – W Down – X The arrow keys perform the same action as a mouse scroll wheel described above. Basic Attack Basic attacks bestowed upon game All attacks are keyboard commencement include punch, kick and assigned jump. Punch – J Kick- K Jump - Spacebar Special Abilities Special abilities are earned by progressing Special abilities are keyboard through the gameworld and awarded at assigned and include intervals where significant challenges have combination key pushes as well been overcome. as extra key functions which are unlocked by these progressive measures N – Slide takedown M – Flying kick < - Punch Kick Combo > - Throw Weapon Use As the player progresses through each Weapons are assigned to gameworld she will find weapons, which keyboard keys as they are can be used in attacking mutant cakes. gained instructions will be given to the player via modal pop-ups allowing customization of key preference U – Sword slash I – Sword stab O – Nun-chuck attack Defense The player can defend herself from cakes Z – basic defend that tempt them to gorge on them. Z+U – weapon block defense move Gorge Ninja is swayed by temptation and gorges If the protagonist is lured by the on cake. enemy taunting and eats mutant cake he is slowed down gains weight making him less effective as ninja warrior. Too many ‘Gorges’ and the player will lose life points and _____________________________________________________________________________________________      5
  • 6. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ eventually one avatar life. Menu access The menu access is available during game Y – Menu access (game pause) play and allows the player to check her characters attributes such as health, abilities and weapon log. Save game The save game menu allows the player to Accessed via the modal pop up save her current position in the game ‘Menu access’ world. _____________________________________________________________________________________________      6
  • 7. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Figure 4. Hierarchy of challenges The hierarchy of challenges diagram above (figure 4.) explains how the atomic challenges (explore Rural World, Residential World etc) create the sub-missions (fight cakes, gain skills etc) to complete each level mission (defeat multiple enemies) and complete the ultimate goal (defeat Level Boss) to win the game (achieve victory condition). _____________________________________________________________________________________________      7
  • 8. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ 2. Story and Character Backstory Gradually the human race has become lazier and lazier, preferring mass-produced fast food to fresh healthy produce. Take away shops, fast food chains; sweets, chocoloates and cakes gradually became the preference to any type of healthy alternative. While we grew lazier we injected hormones and used artificial ingredients that were chemically produced and created foods that became less and less nutritional and more and more dangerous. One day the products of our environment and creation, mutated into sentient life forms and the cakes that we grew to love and enjoy suddenly took on it’s own form - and it wasn’t happy. Mutant cakes gradually turned into anthropomorphic beings and started turning against human kind, chasing us out of house and home across the land and threatening humanity with a violent, sickly sweet takeover. Objective The objective of the game is to defeat the mutant cakes before they conquer civilization. The game has four levels and in order to defeat the mutant cakes, the player must travel through each world, conquering mutant cakes before finally defeating the final City World Level Boss. The player must progress successfully through each of the four levels, defeating Level Bosses at the conclusion of each world’s activity. She must then defeat the final Level Boss at the conclusion of the City World to be the overall game winner. Defeating the City World Level Boss is known as the games victory condition (Adams, E. & Rollings, A. 2007). Mission Aimed at the casual gamer market, the game’s narrative features a fold back style story which sees the player engaged in creative play as she navigates each world roaming her environment engaging enemies in different situations as she progresses. This means that she is free to explore each world as she chooses for a quick fun interaction, encountering mini challenges along the way, but will inevitably always arrive at the end of the world level in the same way to defeat the Level Boss (see figure 6). _____________________________________________________________________________________________      8
  • 9. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ There are four worlds and four Level Bosses, each of which will slowly become harder to defeat. This progressive creeping of difficulty occurs in an intuitive manner becoming harder as more sub-missions and levels are completed. The player will need to find weapons which will be required to defeat level bosses - the game engine tracking this progress so that she will not move past a certain level if those requirements are not met. This is called a saw-tooth progression of difficulty (Adams, E. & Rollings, A. 2007). As well as weaponry, special moves (Ninja abilities) can be learnt and these are presented to the player visually as icons in the Active Shell menu. Level Health and Ability are the two main visual indicators that are shown to the player (see User Interface Figure 7) giving her mission feedback. As Special Abilities are earned and weapons found the story engine will progress the game engine to keep the narrative moving through the sub-missions to the Level missions in a natural way that appears seamless to the player. These collective atomic challenges & missions combine to complete the narrative of each World Level and will trigger the game engine to engage the player at the right moment in Boss Level gameplay (Adams & Rollings, 2007). Each Level Boss is a key narrative event in the game world hence is embedded in the story engine to ensure that the player has learned enough in each world level to progress so that the story moves in a way that seems in keeping with the style of the game. When engaged in Boss Level gameplay the L1, 2 & 3 mutant cakes are not featured so that the player is left to defeat the Level Boss. Level Boss monsters need to be defeated multiple times in order to win (see Core Mechanics, Rules). The visual feedback provided shows the mutant cakes beginning to crumble, pieces falling away and finally the cakes crumbling to dust. Key to the narrative progression is that the player is not required to defeat all cakes in order to get to and defeat the Level Boss at the end of each World Level. This indicates to the player that the cakes continue to mutate and take over each city despite her best efforts right until the final City World. In this way the player must realise that they must continue the good fight to defeat the mutating cakes but also realises that the final showdown will occur at the City World level. _____________________________________________________________________________________________      9
  • 10. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Characters Our main protagonist is ninja; a small but deadly assassin that kicks, punches, slashes, bash and smash their way through multiple mutant cake enemies, turning them to wispy clouds of icing sugar. The player can chose from four primary colour ninja outfits, red (see Figure 1 for some basic mockups of comic style of the game), yellow, green and blue providing her with an element of creative and expressive play (Adams & Rollings, 2007). The ‘True Master Ninja’ (see Figure 2.) outfit is evidence of mastery of the arts and as such, must be earned.   Figure 1 Red Ninja Figure 2 - True Master Ninja Character development Enhancing expressive play the player can chose her ninja colour at the onset of the game. This increases her feeling of belonging in the game and is how the magic circle is entered, separating the real world from the pretended reality (Adams & Rollings, 2007. p7). The player enters and thus begins her journey becoming the protagonist as ninja, a powerful statement of expressive play. Characters develop through the progression of worlds Rural through to City. The main form of development is to learn new abilities, find weaponry to master and unlock the secret of the True Master Ninja. _____________________________________________________________________________________________      10
  • 11. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Enemies The enemies are ‘mutant cakes’ that have evolved from our over-stimulated environment of greed and gluttony on Planet Earth. Cakes evolve becoming more powerful through 3 levels of mutation and are both comical and deadly, but must be stopped before they reach the city. Ninja can also be enticed by the sickly sweet temptations and can be tempted to eat them instead of destroying them, which is known as a Gorge attack. The enemy shows character development through their different mutations, which are visually shown by swelling or distortion of the cake bodies and faces as well as different colours as visual indicators of change. Figure 3. Examples of different Level 1 ‘Mutant Cakes’ _____________________________________________________________________________________________      11
  • 12. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ 3. User Interface Figure 5. Game flow chart The flowchart above (figure 5.) describes the flow of the game. Upon commencement the player is presented with a Splash/Intro Screen showing cut scenes and short animated teasers, which loops, creating a visual identity or feel for the game. From this Splash screen the player can select to ‘Enter’ where she travels to the ‘Profile’ screen where she may choose a player colour (or keep the default) enter details such as name and save location, and then start the game. In a foldback fashion once each world is entered the player is free to explore the area uncovering secrets, abilities and defeating the enemy but will always eventuate at the same point to defeat the Level Boss. To this end each game world defines the total scale of the game – the boundaries of each world are free to be explored but the edges of each world will wrap at the top, bottom and sides to get around the ‘edge of the world’ problem _____________________________________________________________________________________________      12
  • 13. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ associated with large open spaces (Adams & Rollings. 2007). This defines the physical gameworld. The Shell Menus allow the player to pause the game and save their current position. Although this can decrease the player’s immersion in the game it is available so that she has the choice as the pace can be frantic and overwhelming and she may feel like a break to assess her strategy, check weapons available and save the current position if defeat seems likely (Adams & Rollings 2007). The Active Shell menu also allows her to check character attributes and weapons/secrets collected which becomes important as the worlds progress to have collected certain fighting prowess and weapons to be able to defeat the Level Boss. The shell menus are mapped to keys that learned progressively by the player, for example by discovering a weapon, the way to use it is instructed by instructed by modal pop up. If the player misses the instruction the Active Shell menu can be accessed and it is here they can take stock of abilities and weapons control etc. _____________________________________________________________________________________________      13
  • 14. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Figure 6. Game Progression - story flow chart Figure 6 depicts how the player creates the fold back story experience to create the narrative in her own choice of progression. Each event depicts a series of occurrences (fights/attacks) that eventually lead her to the Level Boss. _____________________________________________________________________________________________      14
  • 15. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Figure 7. Main Gameplay mode Figure 7 shows the main Gameplay mode. By minimizing shell menus and meters to a minimum, maximum real estate remains available during the main Gameplay mode. This provides the player a greater visual freedom to roam and explore in expressive free form play (Adams & Rollings 2007). The Active Shell menu is still available in this Gameplay mode but will pause the game momentarily while it is accessed. Authors note: Further development could create a split-screen ability so the player doesn’t lose the in-game immersion by accessing the Active Shell Menu. _____________________________________________________________________________________________      15
  • 16. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Figure 8 Ninja Attributes Shell Menu Figure 8 shows the Ninja Attributes Active Shell menu that is displayed as a contextual pop up accessed by keyboard shortcuts and provides the player with a short pause and the ability to take stock on health, abilities and special attributes she has earned. The game is played in action classic Third Person Perspective and allows the player to see the character and with the camera following behind. It employs the avatar based interaction model where the player is able to see her avatar and the camera follows from behind. _____________________________________________________________________________________________      16
  • 17. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ The elements of each component of the Active Shell menu are described by their Element, Function and Player Feedback in the table below. Ninja Attributes – Elements Element Function Player Feedback Health (bar attribute) A visual element displays the Power bar – visual element. player’s current health status. Sectioned into 4 equal Decreases through enemy sections that deplete in half attack and by gorging on quantities, giving one full life 8 enemy and is mapped to depletions of health bar before players lives available. Once 1 life is lost. depleted below visual level one life is lost and player must start again from last checkpoint. Lives (visual element Visual element showing On or off values. Maximum outline version of avatar. value of 4. Starting position of 3 lives, reduced by losing life, gained by finding one-ups through game world. Fighting Ability – Kicking Bestowed basic ability – kick Visual element, player (Active Shell Menu) attack executes keyboard move, avatar responds with bestowed basic movement Fighting Ability - Punching Bestowed basic ability – Visual element, player (Active Shell Menu) punch attack executes keyboard move, avatar responds with bestowed basic movement Fighting Ability - Combo Earned advance ability – Visual element, player (Active Shell Menu) punch kick combo attack executes keyboard move, avatar responds with learnt advanced attack combining punch with kick True Ninja (Active Shell Menu) Earned advanced ability – Visual element. True ninja True ninja attack shown through Black Ninja outfit depicting level of kung-fu mastery Ninja Gorge (Active Shell Enemy attack – ninja is lured Visual element. Ninja is lured Menu) into eating enemy slowing her into eating Mutant Cake, down which adds bulk to avatar and slows movement down, also depletes one half of quarter health element per gorge action. Ninja Weapon – basic (Active Bestowed weapon attack Activated by key press, details Shell Menu) accessed by Active Shell Menu Ninja Weapon – intermediate Earned weapon attack – Slash Activated by key press, details (Active Shell Menu) and stab variations available accessed by Active Shell once weapons found Menu Ninja Weapon – advanced Earned weapon ability – one Activated by key press, details (Active Shell Menu) touch defeat attack that accessed by Active Shell Menu _____________________________________________________________________________________________      17
  • 18. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ 4. Core Mechanics ‘Mutant Cakes Attack’ feature several single entities that provide descriptions for objects such as health, movement, attacks, actions functionality and weaponry, that combine to create the games core mechanics (Adams & Rollings 2007). The entities and their relationships are explained as a flowchart in figure 9. Figure 9. Entity relationships The term ‘Passive entities’ in the Legend (figure 9) is used to describe those entities which do not affect gameplay. They are core functions such as player creation, game saving, loading and saving options and world statistics. Ninja entities are used to describe attributes, movements, attacks actions and weapons available to the player. These are outlined as the Active Shell Menus above. Cake entities are describe the entities belonging of the mutant cakes which also Passive entities because the player is unable to control them through gameplay. The Passive entities act as the taxonomy of the Ninja and Cake entities. Once the game has begun and we enter the game world (see Figure 5) the Passive entities are no _____________________________________________________________________________________________      18
  • 19. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ longer required by the Ninja and Cake attributes until the player accesses the Storage Shell Menu (see Figure 5 also). Ninja attributes are the entities affecting ninja only. Ninja movement attributes work synchronously with weapons, ninja attacks and ninja actions. They are also affected by the Enemy Abilities and Enemy attributes accordingly (see Figure 9). Entity Description Menu Passive shell menu that holds information not used actively in main gameplay mode Save Shell menu available to player at all stages of gameplay. Container for all save entities World Passive shell menu that concern overall game entry and exit points as well as score boards and Level Boss information Ninja Attributes Holds condition of player including numeric relationships to well being, player choice and some source conditions Ninja Movement Contains all events related to player movement in active game world Weapons Holds all sources that can be found in the game during active play Ninja Attacks All types of events that the player can do in concert with Ninja Movment conditions Ninja Actions Container of actions that occur as a result of events or conditions related to Ninja movement and Ninja Attacks Enemy Movement Condition information of enemy movement in active game world Enemy Abilities The entity responsible for enemy events Enemy Attributes The enemy conditions In Game Economy Mutant Cakes Attacks in-game economy is comprised of the health of the main protagonist, how many lives she possesses, and attacks of the enemy. As an action adventure game with fighting actions, the economy is mainly affected by the success of fighting or gorging. _____________________________________________________________________________________________      19
  • 20. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ According to Adams & Rollings (2007) sources are the available items in the game world that are available and these comprise of weapons and abilities (attacks) in the game. Drains are the means by which the entities are reduced or depleted (Adams & Rollings, 2007) and these are represented by the gorge attack of the enemies and temptation to gorge from the main protagonist. If ninja succumb to eating cake instead of destroying it they are depleted of health at a rate of 1:1. 1 being half of a quarter of a health meter bar (see Figure 8 Ninja Attributes Elements table). Rules The rules of the game are common to action style fighting adventure games, explore, fight and win scenarios exist in each world which succeed one another in a linear fashion. Game settings available by the Passive Shell Menu under the Options settings at Startup allow the player to select from 3 different difficulty levels; Easy, Medium and Hard. These system settings offer variance by increasing the random number of enemies generated per world per lifecycle of the game being played as per the table below. World Level Easy Medium Hard Rural 5 enemy per 2 minutes 10 enemy per 2 minutes of 20 enemy per 2 real time real time minutes of real time Residential 7 enemy per 2 minutes 12 enemy per 2 minutes 25 enemy per 2 real time real time minutes real time Industrial 9 enemy per 2 minutes 14 enemy per 2 minutes 30 enemy per 2 real time real time minutes real time City 11enemy per 2 16 enemy per 2 minutes 35 enemy per 2 minutes real time real time minutes real time The temporal dimension of a game world defines the way that time is treated in that world and the ways in which it differs from time in the real world (Adams & Rollings, 2007. p107). To create a passing of time each world is on a set cycle to continue for no longer than one hour of real time per world. The game engine will detect the passing of real time and trigger key events to keep the game moving toward the Level Boss. _____________________________________________________________________________________________      20
  • 21. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ To reach Level Bosses the player must reach obtain certain levels of defeat in each world before progressing as indicated by the table below. World Level Defeat 1 Defeat 2 Defeat 3 Final Defeat Rural 1 x Kick Punch Kick Punch Combo + NA Combo Basic Weapon Attack Residential 2 x Kick Punch Kick Punch Combo + Secret Ninja Combo + Basic Advanced Weapon Attack Weapon Attack Attack Industrial 3 x Kick Punch Kick Punch Combo + Special ability Combo + Basic Advanced Weapon discovered in this Weapon Attack Attack + Secret Ninja world Attack City Kick Punch Combo 2 x Kick Punch 3 x Kick Punch True Ninja + Advanced Combo + Advanced Combo + move executed Weapon Attack + Weapon Attack + Advanced Weapon Secret Ninja Attack Secret Ninja Attack Attack + Secret Ninja Attack World progression and Victory Condition Upon creating a profile (naming the avatar and selecting colour) the game is started at the beginning of the Rural World (see Figure 6 -Game Progression flow chart) and the player must fight her way through to the Level Boss, collecting abilities and weaponry available, before being able to attempt to complete Residential World (see Figure 4 Hierarchy of Challenges). The following table describes the basic looping rule governing that progression and defining the victory condition. Action type Core mechanic description Global action: Game Progression IF player has defeated Level Boss (any world) THEN show planet as completed AND Trigger: Level Boss defeated (any world) continue to next World. IF player has defeated Level Boss x 4 THEN show end sequence (Victory Condition) ELSE move player onto next World _____________________________________________________________________________________________      21
  • 22. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ WHENEVER player is defeated by Level Boss (any world) THEN subtract one from NINJA ATTRIBUTE ENTITY and return to beginning of previous world The next table explains the games movement mechanics and how enemies interact with the player and worlds and the damage and health rules overarching the main Gameplay mode. Action type Core mechanic description Global action: Basic movement IF key D IS pressed THEN move avatar forward 1 pace Trigger: Keyboard commands used in Active IF key A IS pressed Gameplay mode THEN move avatar backward 1 pace IF key W IS pressed THEN move avatar upwards 1 pace IF key X IS pressed THEN move avatar downward 1 pace ELSE take no action Global action: Basic attacks IF key J IS pressed THEN EXECUTE avatar Punch attack Trigger: Keyboard commands used in Active IF key K IS pressed Gameplay mode THEN EXECUTE avatar Kick attack IF key Spacebar IS pressed THEN EXECUTE avatar Jump action ELSE take no action Global action: Special Abilities IF key N IS pressed THEN EXECUTE avatar Slide action Trigger: Keyboard commands used in Active IF key M IS pressed Gameplay mode THEN EXECUTE avatar Kick_Advance action IF key < IS pressed THEN EXECUTE avatar Combo action IF key > IS pressed THEN EXECUTE avatar Throw action ELSE take no action Global action: Weapon Use IF key U IS pressed THEN EXECUTE avatar Weapon_slash Trigger: Keyboard commands used in Active action Gameplay mode IF key I IS pressed THEN EXECUTE avatar Weapon_stab action IF key O IS pressed THEN EXECUTE avatar Weapon_swing action ELSE take no action _____________________________________________________________________________________________      22
  • 23. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ Global action: Defense IF key Z IS pressed THEN EXECUTE avatar Block action Trigger: Keyboard commands used in Active IF key Z+U IS pressed Gameplay mode THEN EXECUTE avatar Weapon_defend action ELSE take no action Global action: Gorge IF enemy action Gorge_tempt = YES then EXECUTE Ninja action Gorge_L1 Trigger: Keyboard commands used in Active IF enemy action Gorge_tempt = YES + 1 then EXECUTE Ninja action Gorge_L2 Gameplay mode IF enemy action Gorge_tempt = YES + 2 then EXECUTE Ninja action Gorge_L3 IF enemy action Gorge_tempt = YES + 3 then EXECUTE Ninja action Ninja_defeat IF enemy action Gorge_attack = YES and Ninja attack < Block then EXECUTE Ninja action Gorge_defeat Global action: Menu access IF key Y is pressed THEN pause Active gameplay and DISPLAY Trigger: Keyboard commands used in Active & Storage Shell menu Passive Gameplay mode ACTIVATE Storage Shell menu mechanics (not covered) Global action: Save game WHEN Storage Shell menu ACTIVE THEN save game to memory Trigger: Keyboard commands used in Active Gameplay mode _____________________________________________________________________________________________      23
  • 24. INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ References Adams, E. & Rollings, A. (2007). Fundamentals of Game Design. New Jersey: Pearson Prentice Hall. Creative Commons Attribution-ShareAlike. Wolfenstein 3D. (n.d.) Retrieved February 14, 2010 from http://en.wikipedia.org/wiki/Wolfenstein_3D Citations Adams, E. (2007). High Concept Document template. New Jersey. Pearson Education. Adams, E. (2007). The Game Treatment Document. New Jersey. Pearson Education. Crazy Flasher 2 (2010). Developer: Andy Law’s Web V5.0. Publisher. Gameninja.com. Narrative Mode. (n.d.) Retrieved February 14, 2010 from, http://en.wikipedia.org/wiki/Narrative_mode Moby Games. (1999-2010). 3rd-Person Perspective. Retrieved February 14, 2010, from http://www.mobygames.com/genre/sheet/3rd-person-perspective/ SpongeBob Halloween Horror. (2010). Developer: Game Ninja. Publisher: GameNinja.com. Yangloong Legend 2: 2nd Impact. (2009). Developer: Vlux Studio. Publisher: Creetor.com. _____________________________________________________________________________________________      24