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Working 9 to Die

Emma Parsley 40206111 and Timothy Sanderson 40219124

Table of Contents

Content Page No.

Document History 1

Overview 1

Inspirations 2

Player Experience Goals 4

Audience and Platform 4

GamePlay 5

Controls 8

Media List 10

Technical Specification 12

Document History
Version 0.3 - 16.02.2018
Version 0.5 - 17.02.2018
Version 0.9 - 18.02.2018
Version 1.0 - 19.02.2018

Overview
Working 9 to Die​ is a 2D, rogue-like, “pacifist” platformer. In this game the player takes
control of a “temp” who gets employed by an Evil Villain. An evil villain with their very own
evil horde. It is the player’s goal to reach their work post, which is located on the other side
of the evil army. However, as the player is a temp they don’t have the ID required to get
past the horde without being treated as an intruder. Because of this players must fight their
way through to get to work. Naturally, the villain does not wish to lose any of his forces, so
the player needs to reach their post without killing any of the dungeon’s monsters.

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Inspirations

The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth was a massive inspiration for this game. In the Binding of
Isaac the player character experiences changes as items are collected, with different items
changing the player experience in different ways. Increasing and decreasing stats change
how the player moves, fires, how much health they have, etc. These items are randomly
generated from “pools” of items in order to appear in certain rooms and chests throughout
the levels.

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Crypt of the Necrodancer

In Crypt of the Necrodancer there is a playable character called, Dove. Playing as this
character enforces the playstyle of a pacifist: dodging past enemies, without killing them, to
reach the goal. The player is not left entirely defenceless however, as they have the
capability to stun enemies for a brief period of time, in order to aid their progression through
the level.

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Rogue Legacy

Rogue Legacy has a map system that, unlike our other inspirations, is designed for a
platformer. This uses pre-made rooms that are randomly generated next to each other to
create a full map layout that the player will uncover as they progress through the level.

Player Experience Goals


This game should be fun experience, but also challenging. While playing, the player should
feel a sense of triumph and accomplishment from completing levels, and achieving goals
that earns them new content. The desire to do better, and unlock further content should
entice the player to play again..

Audience and Platform


Aimed at young adults who are already interested in gaming. It will be made for PC.

Legal Analysis

The source code for this game will be stored on GitHub under the GNU Affero General
Public Licence. It will include use of SFML libraries which are distributed under the zlib/png
license​ and Box2D which is distributed under the zlib licence.

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Gameplay
Overview
A 2D rogue-like platformer. Player can, jump, move, shoot and use “special vertical
movement” (see below). The player’s aim is to get through a dungeon (level) to get to their
workplace (the end of the level). There will be a horde of enemies trying to stop the player
from reaching their goal. The player may deal with these monsters by attacking them, but
they will only ever be knocked out and will eventually get back up and start attacking again.
The player loses if they die.

Player Mode
Single-player

Screen Mock-up

Pictured - the player in many different situations they could be in while in the depicted room.
The player has 1 and a half hearts of regular health (out of 3) and 4 shield hearts.

Formal Elements

Players
This game will be played by a solo player, fighting AI controlled enemies, in a player versus
the game situation. The player’s role is a temp worker employed by an evil overlord.

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Objectives
Main objectives Sub-Objectives

Reach the end Explore

Don’t die Unlock new content

Procedures
● Physics
● Player’s projectiles
● Player movement
● Obtaining loot
● Opening chests
● AI
● Traps

Rules
Players will learn the basics of the game via a small tutorial section. This would entail
informing the player what their character can do, and how to do it.
The rest of the game mechanics will be learned by the player through interacting with entities
within the game world.

Trigger Effect

Pick up item Player loadout is affected

Pick up heart Player health changes appropriately

Interact with chest Chest opens, drops loot

Hit zero health Game over

Hit enemy Enemy gains drowsiness

Enemy hits drowsiness cap Enemy falls unconscious

Unconscious enemy Enemy drowsiness falls

Enemy drowsiness below threshold Enemy wakes up

Activate trigger (eg. lever) Trigger object

Moving slab triggered Slab moves

Player exits room Change rooms

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Special features
An interesting feature in this game is special vertical movement(SVM). This is an ability the
player can use by pressing a button, it will uniquely cause the player character to move
upwards by the height of two platforms, with one platform being the height a player can jump
normally. The librarian character (the one pictured in the screen mock-up) has a ladder as
their SVM. When it is used a ladder will appear where they are standing and they will be able
to climb it. Different characters should have different SVM methods, for example a scientist
with a portal that teleports them into the air above themselves.

Resources
● Health
● Special Vertical movement action
● Active items
● Obtainable items
● Life (no respawns)

Conflict
● Enemies impede progress
● Enemies (usually) won’t go down in one hit
● Enemies get back up after a period of time
● Dynamic level layouts
● Limited health
● Traps
● Restricted vertical movement

Boundaries
● The room has exterior walls
● The extent of the level is determined by its rooms

Outcome
● The player reaches the objective or dies
● Unlock items based on how you played the run

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Controls
Control Keyboard & Mouse PS4 Controller

Left Player Movement A Left Analogue stick/


D-pad Left

Right Player Movement D Left Analogue stick/


D-pad Right

Special vertical movement W R1/


D-pad Up

Jump Space L1/


O

Aim Mouse Right Analogue stick

Fire Left Mouse R2

Shield Right Click L2

Active Item E X

Levels

Within the scope of this project will be a tutorial level, and a singular type of proper level.
The tutorial would teach the player about how to use the controls and navigate the world in a
basic sense. Further learning and discovery would have to be done within the setting of
regular levels.

Levels in this game will be themed slightly, based on the environment the player currently
finds themself in. Currently just one level type will be represented, and it will emulate the
feel of a castle, or dungeon.

Other levels could represent environments outside of the dungeon, with a more dirty,
trench-like aesthetic to them. Or simply more regal castle interiors, with high class enemies,
and gold motifs to the level design.

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Flowchart

Characters
Character Description

Librarian Player character. A hired temp whose special vertical movement is


climbing on a ladder.

Overlord Librarian’s Boss. Runs an evil empire and owns a horde of


minions. They work hard to destroy heroes.

Story
Once upon a time an evil overlord’s employee is taking a sick day. Needing a quick
replacement the overlord hires from a temp agency. This temporary employee is hired and
turns up ready to start their day. However, the overlord doesn’t have any ID for them, so they
must surpass the security measures in order to get to work. The security is a dungeon full of
the overlord’s minions, who all want to kill any person they deem an intruder. The overlord
gives the temp a stun gun, warning them that: although they must get through the dungeon
to work, they also mustn’t kill any of the minions, as minions are needed for security, and
they are not cheap. Consequently, the temp must venture through the dungeon only able to
knock out those who stand in the way. If the temp arrives at their post they successfully
complete a day of work and get paid. The overlord is pleased with them fulfilling their job
requirements, but also contemplates increasing the security of the dungeon. After all, it must
be too simple if a measly temp can get through without killing a single minion.

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Media List

User Interface Assets

Name Description

Heart Container Heart shape that we can repeat to show the


players maximum health

Red health Red heart to fill the containers to show


current health

Half hearts Half heart to show when only half a heart of


damage has been taken

Shielded Health Shield heart that can be seen behind heart


containers that will take one hit of damage

Environment Assets

Name Description

Platform Thin and thick platforms that the player can


stand on and possibly jump through

Spike Pointy object that will cause the player to


take damage on touch

Lever On and Off state of a lever that can be used


to activate triggers

Moving platform Different coloured platform that will move


when triggered

Discoloured floor Slightly different coloured floor to represent


a jump pad trap

Item Just a shape that the player will pick up to


upgrade themselves

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Character-based Assets

Name Description

Player Character Librarian character in an idle position

Librarian Ladder Ladder for librarian to climb

Overlord Evil villain boss

Enemies Different enemies

Animation Assets

Name Description

Player move Librarian character walking

Player jump Librarian character jumping

Player special jump Librarian character climbing

Player shoot Librarian character shooting stun gun

Enemy Attack Enemy attacking

Enemy Unconscious Enemy knocked out

Sound Effect Assets

Name Description

Jump Sound for jumping

Creation Sound for object appearing, for example the


librarians ladder

Shoot Sound for firing

Hurt Sound for taking damage

Collect Sound for picking up item

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Technical Specification
Development Platform and Tools
Visual Studio 2017, C++, SFML, Box2D, CMake

Delivery Mechanism
The game will be provided via a downloadable installer.

Game Engine
SFML and Box2D

User Interface Technical Requirements


Minimum resolution 800x600

Controls Technical Specification


Keyboard and Mouse or Controller

Network Requirements
None (standalone single-player)

System Parameters
Max players = 1

Flowchart

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