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Pitch Document
0.1.1
Initial Details
Game Synopsis
The Pirates Code is a VR arcade fighting game in which players take control of
one of seven possible pirate captains, all vying for the right to become the king
of the pirates. Using a fixed position and patterned combat system (based on
the methods used in stage combat), The Pirates Code will be a fast-paced
experience which will feel like a cross between Punch Out and Street Fighter.
The game will feature 3 core modes; Story, Rematch, and Altercations. In the
Story mode of the game, players will duel through a roster of 9 pirate captains
in best of three battles using swords, wit, obscenity, and all manner of ruthless
cheating to ascend to the top of the pirate world.
In Rematch mode, players will be able to fight against the AI captain of their
choosing and adjust the setting for difficulty, locations and other things.
Game Core
Product Name: The Pirates Code
Game Type: VR, First Person Combat, Arcade Fighter, Online Play
At a gameplay level, the goal of this game is to take the basic skills of stage-
based sword combat and translate it into an effective fighting system, there-
by combatting the regular draw backs of VR sword fighting (that being a lack
force feedback).
Whilst these games were originally sprite based, The Pirates Code is envisioned
to be fully rendered 3D featuring a tropical cartoon and pirate aesthetic similar
to that of the Ratchet and Clank or Jak & Daxter series of games.
Overview of Gameplay
The Pirates Code is an arcade fighting game in the style of Punch Out mixed
with Street Fighter developed for arcade and home VR systems.
The game features a core fighting mechanic based on “The Basic 8”, a stage
combat technique used by combat chorographers to teach actors of all skill
levels how to fight effectively but also safely.
The game features three core modes, a “Story” mode, a “Rematch” mode,
and an “Altercations” mode.
Story Mode
Rematch Mode
Altercations Mode
This method of fight chorography turns combat into a process of only needing
to know 3 things at any one time:
By using this method as a basis for our gameplay, we can take a complex
system (such a first-person VR combat) and turn it into a much simpler game of
pattern recognition, response and reflex gameplay.
It is important to note that this is an Ideal number, not the upper or lower limit
on the number of captains which may be in the game later.
• Attack Pattern – Each captain has multiple, pre-set attack patterns for
adjustable difficulty.
• Anger Stat – This stat will increase the speed of attacks and decrease
the speed of blocks as well as of lengthening the window during which
they are defenceless (not applicable to human players). This can be
increased by chaining successful blocks and using obscenities.
• Obscenities – Obscenities can stun and frustrate you enemy. They are
all family friendly, robot based insults and can only be used in AI combat.
Finally, a generic NPC robot for additional background detail would bring the
total to: 11 Robots (9 Playable) & 11 Locations to create the final product.