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Squish Studios - James Richards

Last Modified: 11/6/2016


v3.40
This document is for keeping track of all the Gameplay and design
aspects in Dragon Drop. This document is intended to aid in the
production of the title and may only be shared with the parties
involved.

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 First version of document finished.

 Entire document has been overhauled after the game was given approval by the
Jetstreame team.
 Changed font
 Rewrote most sections

 Removed puzzle mode: Now that $ only earns you cosmetic upgrades, puzzle and story
mode are very similar. The game will also be easier to complete with only one game
mode, and that one game mode will be better if it is focused on solely.
 Minor text revisions including some instances where the game was still being referred to
as "Stick Platformer" rather than "Dragon Drop".
 Changed the Pause mechanic, the game now auto pauses when the player selects a
platform, and resumes gameplay when the player lets go of that platform. Changed from
having an actual pause button. This should better streamline the experience.
 Updated Segmentia's shop to include example of cosmetic upgrades
 Removed the extra's menu from the game.

 Updated concept art to reflect new intended UI.


 Made minor changes to wording and expanded a few sections. Some sections were still
referencing Puzzle mode and the pause feature was being described as both automatic
and manual.
 Added an image to the grid section to better visualize the concept.
 Changed banner image to make character appear right handed.

 Added better behavioral descriptions for tools and objects.


 Separated out the tools from objects so they are more discernible.
 Removed Vines from the game.
 Removed Sling Shot from the game.
 Added some objects that were missing from the document such as the Stone and Spring
boots.
 Changed the name of Light to Candle and Spring Box to Trampoline in the tools and
objects section.
 Concept art: Added the title screen to the document. Added pictures to accompany
description of tools/objects.
 Added Wii-U to list of platforms.
 Updated controls section to include Wii-U controls for both Gamepad and remote
configurations.
 Got rid of the "A stick figure adventure!" affix at the end of the Dragon Drop title.
 Table of contents updated.

 Removed a few instances where the "Stick figure adventure" affix was still being
referenced, also replaced "Now Era Studios" references to "Jetstreame".
 Enemies section has been updated.

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 Added a "Collectables" section that explains map fragments and orbs.
 Added levels into the "Art" section.

 Touched up some wording in the document.


 Added a "World Map" section (right after "collectables") detailing the World Map and it's
features.
 Removed the Bubble from the tools section.
 Removed Segmentia's shop. Orbs are spent on the world map to unlock bonus levels.
 Table of contents still needs updated to reflect these changes.

 Updated table of contents accuracy.


 Updated camera controls under drag and drop section.
 Edited features section.
 Edited markets section.
 Updated Q&A section.
 Made minor updates to other various sections.

 Removed "Background Grid" section, it is no longer being used.


 Added picture of "Bat" enemy to enemies section.
 Removed Baby Dragon from enemies section, it is no longer being used.
 Adding a section Called "Ranking" which explains the three star ranking system.
 Expanded on text in the "Collectables" section.
 Updated the boss section.
 World map section has been updated. The function of map fragments has changed and all
associated text has been rewritten accordingly. Also added a "Opening new levels"
section to further explain how new levels are unlocked.
 Changed "Concept Art" section to "Art" as it is no longer in the concept stage.
 Removed the "In the works" section as it served no real purpose in the document.

 Updated boss section, second world boss fight is now more detailed.
 Added a "Back Tracking" section to collectibles that explains the process of replaying old
levels to collect missed collectibles.
 Removed the levels sub section from the Art section to condense the document and make
it more accessible. We have access to the levels in the dropbox.

 Updated boss section, added Feytch battle in full detail with images
 updated table of contents
 Minor changes to various text
 Updated PC controls
 Jetstreame no longer referenced, added Squish Studios
 Removed dynamic lighting
 Added a grid for object and tool interactions to explain how objects and tools affect each
other
 Updated bonus levels section
 Level Hazards section added to explain how wind gusts and lava plumes work

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 Updated boss section, edited Feytch battle in full detail with images
 Edited Markets section
 Added new art for title screen

 Updated PC Controls
 Removed Wii-U controls section
 Changed Candle description to again mention it lights up dark areas
 Added a section for Storyboard descriptions

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Dragon Drop is a platforming/puzzle game. The player must drag and drop platform
pieces and other tools around the screen to help navigate their stick figure to the end of
the level.

Story driven - Entertaining and humorous story elements


Simple 2D Art - Simple with animations, hand drawn backgrounds, cartoony and
friendly.
Unlockables - Collect map fragments and orbs to unlock new levels.
Easy controls - Pick up and play, brief and easy to learn tutorial
Emergent gameplay - Find your own unique way to solve the level

Android
iOS
Tablets (Android, iPad)
Wii-U with unity support (tentative)
Xbox one with free dev kit (tentative)
PC (Steam)

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Dragon Drop is a platforming game where the player is able to place platforms and other
tools into the level to help guide their stick figure to the end of the level.

The drag and drop feature makes this game unique. The quick levels will make this an
addictive casual game. Platforming games have already proven themselves to be very
successful in the indie market, by adding the puzzle element this title will be successful
on the mobile and tablet market.

The player controls a stick figure. The player also controls the ability to drag objects out
of a tool box and place them into the level.

The main focus is to reach the end of the level by properly placing platforms into the
game field. The story goal is to defeat the dragon Feytch and win the heart of Princess
Linia.

The ability to place objects into the level, the challenge of strategically collecting items
and completing levels and the unique art style.

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This section will define all the gameplay elements in Dragon Drop.

Dragon Drop is about strategically placing objects into the game field to help your stick
figure reach the end of the level. New objects that can be placed into the level are slowly
introduced to the player as new levels are unlocked starting with a standard platform.

The story involves a stick figure who must save all of Stickland before it is destroyed by
the evil dragon known as Feytch. To make matters worse Princess Linia, the princess of
Stickland, says she won't go on a date with you unless you fell the beast.

But the hero cannot save the land alone! The stick-sorceress Segmentia has created a
portal to another world; allowing the stick figure to communicate with a greater being
(the player) who will help the stick figure by placing platforms and other items in the
level to help him in his quest.

This section will go over how the player moves around.

The player moves by tapping the on screen left or right arrows to move the stick
figure accordingly. The player can use their finger to drag objects out of the tool
box. Doing so will pause the game until the object is placed. The player can
jump by tapping the jump button.

Movement starts when an arrow is pressed and ends when the player lets go of
the arrow. The stick figure will trail its movement for a split second rather than
stopping immediately after the left or right arrow is let go of(to capture that
smooth Mario style movement that is expected in a Platformer).

The game will automatically pause anytime the player drags an object out of the
tool box and resume when it is let go.

The number of platforms and other objects the player has are
displayed in a box on the bottom of the screen. The player can drag
these objects out of the box and place them into the level.

While the game is paused the player can pinch or pull the camera with two
fingers anywhere on the screen to zoom in or out. Max zoom distance is equal to
the level size (usually 3408x1920). For larger levels the player can pull the
screen to look around while the game is paused. Objects can also be placed
while the game is paused and while the camera is looking around.

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The player will encounter some enemies along the way that can only be defeated
with certain tools.

The crab is the first enemy the player encounters. It patrols in one direction until
it hits something and then moves in the opposite direction. It falls off of ledges
and cliffs. It can be defeated with the sword, stone and dynamite. Touching it
from the sides results in death.

The bird flies in a straight line across the screen. If it flies off screen it will
respawn after a few seconds. It flies in front of objects. It can be defeated with
the sword, stone and dynamite. Touching is results in death.

Bats hang from the ceiling and become active when the player walks under
them. They fly and chase the player. Bats hate light and will flee the screen
when a candle is placed near them.

This section will introduce the game's bosses and their behaviors.

The King crab starts stationary at the far side of the level. He keeps his claws
above his head when he is not attacking to protect his weak spot (his crown).

There will be one platform starting in the level in front of the player to show the
player the crab king attacks platforms.

His crown flashes to indicate to the player that it is the weak spot. If there are no
platforms out, the crab king attacks with his claw in a straight horizontal line.
His claw extends all the way to the end of the level. If there is a platform out, he
attacks that platform instead. If there are multiple platforms he attacks them in
the order they were placed.

When his arm is extended his weak spot is exposed. The player then drops a
stone on his head, this causes the crab to flash indicating that it has taken
damage. He will then walk to the other side of the level(player will have to place
a platform and jump over him) and begin the same cycle. Once the player has

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dropped a stone on the crab king 3 times, he is defeated. When a stone lands on
the crab king it breaks apart.

The Bird Lord enters the level from the sides, flies across the level and exits the
other side. He then reenters from the same side but at a different height. He will
start at the top and slowly work his way down and then repeat. He can't be hurt
during this phase.

There are two gust of wind at the end of each level, the player can use the
umbrella(found in plain sight) to ride these to avoid the boss. After flying off
screen from the bottom, the bird will fly fast towards the player. The player
needs to drag and drop a platform in front of the boss so he runs into it. When he
hits it he will drop to the ground dizzy and flash like he was hit(the platform that
was hit breaks apart when ran into by the boss). He will then return to his cycle
of flying around.

His speed increases slightly every time he is hit. Three hits will defeat him.

1) One stone(changed from two as seen in the image) on the ground at start of
battle. 3 spike balls hanging from the ceiling, one is protected by a group of
platforms so the player can't attack the rope with the sword. Player starts with
sword in front of them.

2)Feytch breathes fire and the player sees that the stone stops the
fire. The fire takes up the area in front of Feytch while a flame wall appears in
the entire top half of the screen where the fire breath does not touch, leaving
only the area where the player stands behind the stones safe. Fire does not hurt
Feytch. The flame wall should appear just before Feytch is about to breath fire
and last for a few seconds along with the fire breath.The flame wall moves
through everything (stones included) so the only safe spot is a stone on the
ground dodging the fire breath.

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3)Feytch then starts catching his breath and looks weak(also flashes). Player
uses platforms to reach a spike ball held by a rope(rope flashes during this phase
as an indicator to the player) above Feytch. Attack the rope with the sword and
the ball will hit him causing damage as long as he is still acting weak (lasts only
6 or 7 seconds, the player can build their platform bridge ahead of time). If the
player misses with a spike ball, they will have to wait until they respawn. Spike
balls only respawn once all three of them have been cut.

4)Once Feytch is hit or gets out of his weak state he runs across the
level twice breaking all stones and platforms in his path.

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5)Then a crab drops from the ceiling near the player. The player
can kill or keep dodging it.

6)Feytch runs to the end then back to his starting position, there
Feytch will now move at a normal speed across the level until he
reaches the next spike ball(middle). He stops underneath it.

7)The battle repeats from here with step 1. When Feytch walks
under the next spike ball he will stop and breathe fire again. The
player can preemptively place down a stone to block the fire
which engulfs the whole screen except the space behind the stones.

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8)Feytch is weak again, player hits rope, the spike damages
Feytch.

9)Feytch runs fast across the level, destroying all stones and
platforms and returns to start.

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10)This time two crabs drop from the ceiling at both ends of the
level (Feytch walks through them).
11)Feytch walks to under the next spike ball(far left) where he stops and
uses his fire attack. The player blocks it with a stone again.

12)The final spike has platforms around it blocking the player


access with his sword. At anytime the player can use dynamite to
destroy these platforms to make room for him to drop the final
spike.

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13) The final spike is hit and the player wins. Storyboards roll.

-Fire does not destroy platforms or stones.


-Firewall goes through platforms and stones.
-If the player does not hit Feytch, he will get up, run and break
anything in his path, return to his start positon, walk under the
spike ball again, breathe fire again, and then the player has another
shot.
-Dropping a stone or dynamite on Feytch will do nothing.
-Dies after 3 hits from spikes.

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There are many different objects and tools that can be placed onto the game
field. Objects are found in the tool bar and can be dragged into the play field
such as platforms. Tools are found in the level itself and can be used to help
clear obstacles(such as a sword or umbrella).

A standard platform that the player can jump onto to reach new areas previously
inaccessible. This object floats in the air when placed. Can be destroyed with
dynamite.

A Trampoline jettisons the player high in the air when stepped on, allowing
them to reach new high areas. This object falls wherever it is placed just like the
stone. The player will need to place a platform, then a trampoline if they want to
jump in midair.

The candle lights up the area around it in a circle. It also scares away Bat
enemies. This object floats in the air when placed.

Used to destroy stones, platforms, damage enemies, etc. This object falls to the
ground wherever it is placed.

Unlike a platform, the stone falls to the ground wherever it is placed. Stones are
helpful for pressing switches or blocking off areas. Can kill some enemies. Can
be destroyed with dynamite.

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The Sword allows the player to attack and defeat enemies. It can be found in
levels where enemies need to be cleared away in order to proceed. Tap on an
enemy to attack.

The Umbrella allows the stick figure to fly through wind drafts created by large
gusts of wind in world 2.

The Spring Boots allow the player to jump double their jump height. Using
Spring Boots on a trampoline results in 3x jump height.

Wind gusts appear and the player can jump into them if they are holding the umbrella
tool to soar through the air. The player will rise as long as they remain in the wind gust
up until they reach the top of it.

Placing a platform over a wind gust causes the wind to stop and only blow up to where
the platform is.

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A lava plume will kill the player if they run into it. It goes straight up in the air just like a
wind gust.

Placing a platform over a lava plume causes the lava plume to stop and only burst up to
where the platform is. The platform will also survive for a few seconds before breaking
apart and the lava will rise again.

A spike ball hangs from the ceiling by a rope. The rope can be cut by the sword causing
the spike ball to fall. Falling spike balls will kill any enemy below them and damage
bosses.

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This section will detail what happens when objects and/or tools interact with
each other.

<---Object or tool being affected--->


<---Object or tool being used-->

No effect Holds Platform Holds Holds stone No effect No effect No effect


trampoline cannot be dynamite
placed over
it
Can be Bounces off Trampoline Can sit on Can be No effect No effect No effect
placed on of another cannot be dynamite placed on
platform trampoline placed over with no stone
then breaks it but if effect
and placed above
disappears it,
trampoline
will destroy
it on impact
No effect No effect No effect No effect No effect No effect No effect No effect

Destroys Bounces high Dynamite Causes other Destroys Causes Destroys Destroys
platform in the air. cannot be dynamite to stone upon sword to fly Umbrella on boots on
upon Destroys placed over explode detonation off screen detonation detonation
detonation trampoline if it but if when this and
placed next placed above one does disappear
to it rather it, dynamite from the
than on top will destroy level
of it it on impact
Can sit on Bounces not Can't be Dynamite Can sit on Covers sword Covers Covers
platform very high off placed over disappears another Umbrella Spring boots
trampoline candle, but if when stone stone
placed above falls on top
it, stone will of it
destroy it on
impact
No effect No effect Destroys No effect No effect No effect No effect No effect
candle

No effect No effect No effect No effect No effect No effect No effect No effect

No effect Triples jump No effect No effect No effect No effect No effect No effect


height when
jumped off
of
-Objects cannot be placed if they cross the hit box of another object.

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-Sword can cut rope, other objects do not affect rope
-Fire plumes: platforms stop them wherever they are placed and player can walk on them
but they break after a few seconds. Stones fall through them. Trampolines can't be placed
over them, if it falls in one it is destroyed. Dynamite can't be placed in them, if it falls in
one it explodes.
-Wind: platforms stop wind just like fire plumes but are not destroyed. Stones fall
through them and trampolines fall through them too. Dynamite can't be placed in them, if
it lands on one it floats to the top and still explodes.

This section will explain the 3 star ranking system in Dragon Drop.

In a similar manner to other popular mobile titles, Dragon Drop will use a 1 out
of 3 scale (1 being the worst, 3 being the best) to rank the game play in each
level of Dragon Drop.

-If the player completes the level they earn one star.
-If the player collects all of the map fragments or the orb they earn a second star.
-If the player collects all of the map fragments and the orb they earn three stars.

Collectables do not accumulate with multiple play throughs. Meaning in order to


get a 3 star ranking the player must collect every item in the level, even the ones
they have already found on previous play-throughs of that level. Collectables
that have been previously collected will appear faded out and do not add to the
player's total when they are picked up.

This section will explain the collectables found in levels in Dragon Drop.
Collectables are found in each level. If a player returns to replay a previously
played level, any collectables that have already been found will reappear but
faded out. These faded out collectables do not add to the player's total for that
item but can be collected to improve the player's ranking for that level.

Multiple map fragments can be found in a level and they are used on the world
map to unlock the boss level for that world. When selecting a level on the world
map it will show you how many map fragments and how many orbs still need to
be collected in that level. The player can replay the level to try and collect them.
A level MUST be completed in order for map fragments or orbs to be added to
the player's count.

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Orbs are found in levels the same as map fragments however orbs are much
more rare. These orbs are coveted by Segmentia and are actually part of her
motivation to help the player on his quest. She wants him to collect the orbs so
she can reverse an aging curse that was placed on her. There is only 1 orb per
level in the game. These orbs can be used on the world map to unlock bonus
levels.

The player may replay old levels to collect any map fragments or orbs they may
have missed. These items will only be added to their total if they collect them
and also complete the level. Exiting to the world map through the menu will not
add these items to the total. Map fragments and orbs that have been previously
collected will be slightly faded. These faded items can still be collected to help
the player achieve a higher star rank but will not add to the player's total for
items collected because they have already been added to that total from a
previous encounter.

The World Map is the player's "hub" for selecting the next level. It appears after
each level is completed. It is divided into three sections for all three worlds in
the game. Each section has 8 ripped off map pieces representing each level in
the game. When the player finishes a level the next level will open up.

The World Map is the player's "hub" for selecting the next level. It appears after
each level is completed. It is divided into three sections for all three worlds in
the game. Each section has 8 ripped off map pieces representing each level in
the game. When the player finishes a level they collect one of those ripped off
pieces which then unlocks the next level. A level is completed when the player
finds the large ripped off piece at the end.

The number of map fragments required to open up the boss level is shown
numerically underneath the boss level (8th level) on the world map for each
world. When the player has enough map fragments they can click on it and the
lock symbol on top of the level will disappear. The player must still complete all
of the levels leading up to the boss level before it is accessible. If the player
clicks on the boss level but does not have enough fragments to unlock it, a
message will appear that says "More map fragments required to unlock this
level, replay previous levels and collect more!".

At the bottom of the map there is an area to select bonus levels to play. These
levels cost orbs to unlock. (5 orbs, 10 orbs and 20 orbs) When the player collects
all 21 orbs they unlock the final the final storyboard where Segmentia turns back
into her younger self with the power of the orbs(true ending). Art assets for
background and foreground elements will be reused from other levels.

5 Orb bonus level will have the player balancing stones on top of each
other to reach a goal high at the top of the level.

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10 Orb bonus level will be our kickstarter backer's level

20 Orb bonus level will have the player destroy all of the crabs in
order to complete the level.

There is just one game mode in Dragon Drop; story mode.

In story mode the player follows a set of themed levels that take place between
the game's story. Storyboards are shown at the beginning of each world and at
the end of the game to communicate the story to the player.

This section explains the victory/defeat conditions in Dragon Drop.

When the player reaches the end level's large ripped map piece they complete
that level. Once the player finishes the final level; they complete the game.

There is no way to truly "lose" in Dragon Drop. When a player is hit by an


enemy they restart the level. If the player places platforms in the wrong place
they may choose to restart the level from the menu. The player has infinite lives
so there is no traditional "Game Over" screen.

This section will go over the controls used in Dragon Drop.

Move Left/Right - On screen left and right arrows in the bottom left of touch screen.

Jump - Press jump button in bottom right.

Pause - Press ll button on the left side of the screen, pauses gameplay and opens a
menu with: Resume, World map

Use Action - Action button will perform an action such as swinging the sword or turning
off and on the umbrella/jump boots.

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Use Objects - Drag objects out of the tool bar via drag and drop. Touch and hold with
finger then drag onto an area of the screen and let go to place object down.

Use Tools - Tools are items found in the level such as the Sword. They are auto
equipped when the player runs into them and can be used by tapping on an enemy or
destructible object in a level when in range.
(UI Concept)

Move Left/Right: Keyboard left and right arrow or wasd (a for left, d for right)

Jump: W or up

Menu: Press menu button in the tool bar, pauses gameplay and opens a menu with:
Resume, Exit to main menu.

Use Objects: Drag objects out of the tool bar via drag and drop with mouse. Hold left
click to grab item, let go of left click to place it down.

Action button: S button or space bar.

Move: left Joystick or directional pad

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Jump: A (A is also for selecting things such as Start or Options from main menu or which
level to play)

Action button: X

Cancel(menu etc): B

LB/RB: Cycle through active tool


triggers: ^same

Right stick: Left/right also cycles(unless


we can implement camera movement easily to
pan around the level)

Pause: Start

Use tool: Y button(hold, then let go to


place item). While holding Y the left
stick lefts you move around the tool.

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This section will go over all the User Interface aspects and all the menus of Dragon Drop.

When the player enters the main menu, the game will bring up the options for
Start and Options.

When the player selects Start for the first time the game proceeds to the
introductory cut scene. If they are loading an existing game then it will start
them at the world map and load the save data of levels they have already
unlocked and items collected.

The Options menu will provide the player with the following options:
Music: Slider based on % (Default: 100%)
Sound FX: Slider based on % (Default: 100%)
Erase data (Deletes all story mode progress and data)
Exit (returns to main menu)

The Credits will roll after the final storyboard plays at the end of World 3 level
8. Credits will also roll when the player finishes the bonus level which requires
every orb to have been collected to unlock.

When the player is in the middle of a game he/she can pause the game by
pressing the pause button located at the top left of the screen. This section goes
over everything about that menu.

The Pause button is replaced with the word "Resume", clicking it allows the
player to get back into game play mode.

When the "Quit" option is selected the player will be prompted with the
question: "Are you sure you want to quit?" If they select no they will return to
the pause menu. If they select yes then the player will be returned to the main
menu. No progress in the current level is saved including map pieces or orbs
collected.

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Saving game progress will be automatic. Automatic saving will take place as
soon as a level is completed.

-What levels have been completed


-Map fragments and orbs earned in levels completed

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This section will go over the concept art used in Dragon Drop.

Each world will have 8 levels and will have a specific theme. The themes that
will be used are:
World 1: Jungle/mountain/cave/beach
World 2: Sky
World 3: Dungeon/volcano

This section will go explain how storyboards are used in Dragon Drop as well as a
description of each one.

There are five sets of storyboards. Each storyboard is a single page piece of
artwork that plays in succession with other pages to tell the story.

A document labeled "Dragon Drop Storyboards" contains all of the details of the
storyboards. (Update later)

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