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Hulk Core Game Design Excerpts

Hulk Core Game Design Excerpts

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Published by jon_jones
Hulk Core Game Design Excerpts

Hulk Core Game Design Excerpts.sxw - Page 1 of 24
Copyright  2002, 2003, 2004 Radical Entertainment

21/01/04

1 DETAILED GAME-PLAY
1.1 Fighting

When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and destruction. This fighting system is simple and intuitive from a control perspective, but a wealth of different attacks and options are at the player’s disposal.

1.1.1 Terminology
The following terms are used to describe the game-play pr
Hulk Core Game Design Excerpts

Hulk Core Game Design Excerpts.sxw - Page 1 of 24
Copyright  2002, 2003, 2004 Radical Entertainment

21/01/04

1 DETAILED GAME-PLAY
1.1 Fighting

When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and destruction. This fighting system is simple and intuitive from a control perspective, but a wealth of different attacks and options are at the player’s disposal.

1.1.1 Terminology
The following terms are used to describe the game-play pr

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Categories:Topics, Art & Design
Published by: jon_jones on May 30, 2010
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Hulk Core Game Design Excerpts
Hulk Core Game Design Excerpts.sxw - Page 1 of 24
Copyright\ue000 2002, 2003, 2004 Radical Entertainment
21/01/04
1 DETAILED GAME-PLAY
1.1 Fighting

When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and
destruction. This fighting system is simple and intuitive from a control perspective, but a wealth
of different attacks and options are at the player\u2019s disposal.

1.1.1 Terminology

The following terms are used to describe the game-play properties of each individual combat action. A more extended version of these parameters will be used in our scripting system to tune the properties of each move.

Note: All frame references are calculated at 60 frames per second.
Input: The controller inputs required to perform this action
\u201c,\u201d A comma signifies that two buttons must be pressed in quick succession in order to
perform this action. This is typically found in the case of a combo attack.
\u201c+\u201d A plus sign signifies that two or more commands must be input simultaneously in order
to perform this action
\u201c,,,\u201d Multiple commas require a delay after the previous attack or input in order to perform
this action.
\u201cP\u201d \u2013 A bold uppercase letter indicates that the button must be held down for an extended
duration
\u201c>\u201d This symbol indicates that the move must flow from one action or state to another.
Move Name: The name of the attack or action.
Damage: The amount of damage that the move causes. This number is removed from the
enemy\u2019s life meter.
Execution: The duration (in frames) before the attack can make collision with an enemy or
world object.
Collision: The number of frames that this move can collide for.
Recovery: The time it takes for the character to recovery after the collision window is closed.
Hulk Core Game Design Excerpts.sxw - Page 2 of 24
Copyright\ue000 2002, 2003, 2004 Radical Entertainment
21/01/04
Charge: Holding down the appropriate attack button can charge up certain attacks for more

damage. A charge move has a hold point in the animation \u2013 typically where the player holds the
attack for more strength \u2013 that can be held to increase the power. While most charge attacks
use the same animation, some charges can branch into a new animation if noted.

Range: The range of a close combat attack.
Short \u2013 A short-range strike. These attacks typically take the form of a standing punch.
Long \u2013 These attacks have longer range, but still require an enemy to be in the fighter\u2019s
circle to connect. They typically take the form of a kick, weapon, or lunging punch attack.
Interrupt Level: This value dictates the interrupt priority of the attack. This value can be

overridden on an individual move basis by adding the NON-INTERRUPT flag.
Level 0: No interrupt caused
Level 1: Interrupts Class 1 characters (soldiers, dogs).
Level 2: Interrupts Class 2 characters (meta-powered individuals)

Hit Stun: The duration that the target is stunned if the attack has made impact.
Block Stun: The duration that the target is stunned if the target blocks the attack.
Type: Special characteristics for a move. These include:

Knockdown \u2013 This move causes the opponent to be knocked off their feet. The height and
distance of the knockdown will be dictated in the script system. In this document,
knockdowns will be labeled as follows:

o

Light \u2013 This knockdown sends an opponent onto the ground with an equal level
vertical and horizontal force. It is not powerful enough to perform juggles or
cause massive world destruction.

o

Vertical \u2013 This knockdown sends an enemy flying into the air with upward vertical force. An example of a vertical knockdown would be an uppercut attack. Vertical floats typically allow for extended juggle combos.

Hulk Core Game Design Excerpts.sxw - Page 3 of 24
Copyright\ue000 2002, 2003, 2004 Radical Entertainment

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