Studio Work

Week 2 Activity 2 – Studio Notes

This is the complete table of objects used in the game and how they interact with and impact other game objects.

 

Object Name Attributes Purpose Relationship With Other Objects Player Interaction Rules/Effects
Player The object that the player controls in order to interact with the game levels. The visual representation is a teddy bear. To allow the player an avatar to interact with the game environment. Interacts with all objects in some manner. N/A Can be moved up/down by the player and is forced to constantly move forward. Has limited health and lives which decrease when hit by enemies but can be replenished by drops.
Small Enemy This enemy has a small sized visual representation that changes the exact graphics depending on levels. A weak, swarm like enemy that’s purpose is to overwhelm the player through numbers. Groups up with around 6 other small enemies to attack/be attacked by the player. In a fight to the death with the player where either can be killed if they are hit by the other. The player must kill the enemy by firing at it and hitting it. Spawns from outside of the screen or within the environment, depending on the level.
Medium Enemy This enemy has a medium sized visual representation that changes the exact graphics depending on levels. A medium strength enemy that attacks the player in small groups. Groups up with 3-4 other medium enemies to attack/be attacked by the player. In a fight to the death with the player where either can be killed if they are hit by the other. The player must kill the enemy by firing at it and hitting it. Spawns from outside of the screen or within the environment, depending on the level.
Large Enemy This enemy has a large sized visual representation that changes the exact graphics depending on levels. A strong enemy that attacks the player in pairs. Pair up with another large enemy to attack/be attacked by the player. In a fight to the death with the player where either can be killed if they are hit by the other. The player must kill the enemy by firing at it and hitting it. Spawns from outside of the screen or within the environment, depending on the level.
Boss Enemy A singular enemy that is encountered at the end of each level. Visual depiction changes depending on the level. The strongest enemy in each level that is designed to be the last attempt to kill the player in that level. Has no relationship to other objects except for the player, where they can damage and kill each other. The player must kill the enemy by firing at it and hitting it. Spawns from outside of the screen or within the environment, depending on the level.
Shield Powerup A visual representation of a shield, inside a round, glowing object. To provide the player with a small bonus and add an extra dimension to the gameplay. Can be mixed with other powerups in order to create mega boosts or to create a debuff that affects the player. Does not interact with enemies. Picked up by the player to provide a short boost of a shield. Can be damaging or beneficial to the player if mixed with certain other powerups. Gaussian curve used to determine drop rate. Chance increases drastically nearer to bosses. Will run out after a specific amount of time.
Speed Powerup A visual representation of a person with ‘speed lines’ behind them, inside a round, glowing object. To provide the player with a small bonus and add an extra dimension to the gameplay. Can be mixed with other powerups in order to create mega boosts or to create a debuff that affects the player. Does not interact with enemies. Picked up by the player to provide a short boost of increased speed. Can be damaging or beneficial to the player if mixed with certain other powerups. Gaussian curve used to determine drop rate. Chance increases drastically nearer to bosses. Will run out after a specific amount of time.
Rapid Fire Powerup A visual representation of multiple bullets, inside a round, glowing object. To provide the player with a small bonus and add an extra dimension to the gameplay. Can be mixed with other powerups in order to create mega boosts or to create a debuff that affects the player. Does not interact with enemies. Picked up by the player to provide short boost of rapid firing of the player’s weapon. Can be damaging or beneficial to the player if mixed with certain other powerups. Gaussian curve used to determine drop rate. Chance increases drastically nearer to bosses. Will run out after a specific amount of time.
Increased Damage Powerup A visual representation of a large bullet, inside a round, glowing object. To provide the player with a small bonus and add an extra dimension to the gameplay. Can be mixed with other powerups in order to create mega boosts or to create a debuff that affects the player. Does not interact with enemies. Picked up by the player to provide a short boost of increased damage to enemies. Can be damaging or beneficial to the player if mixed with certain other powerups. Gaussian curve used to determine drop rate. Chance increases drastically nearer to bosses. Will run out after a specific amount of time.
Shrinking Powerup A visual representation of a small person, inside a round, glowing object. To provide the player with a small bonus and add an extra dimension to the gameplay. Can be mixed with other powerups in order to create mega boosts or to create a debuff that affects the player. Does not interact with enemies. Picked up by the player to provide a short boost of shrinking the player to reduce the chance of being hit by enemy weapons. Can be damaging or beneficial to the player if mixed with certain other powerups. Gaussian curve used to determine drop rate. Chance increases drastically nearer to bosses. Will run out after a specific amount of time.
Small Health Drop A visual representation of a small, glowing heart. To replenish the health of the player, balancing out the difficulty of the seemingly endless waves of enemies. These sized heals are randomly dropped after the player has defeated a small enemy. When the player pick it up, it heals them for 25 health. The player object must touch the small health drop object for it to be effective. Must be touched by the player to activate. Replenishes a limited amount of the player’s health.
Medium Health Drop A visual representation of a glowing heart. To replenish the health of the player, balancing out the difficulty of the seemingly endless waves of enemies. These sized heals are randomly dropped after the player has defeated a medium enemy. When the player pick it up, it heals them for 50 health. The player object must touch the medium health drop object for it to be effective. Must be touched by the player to activate. Replenishes a limited amount of the player’s health.
Large Health Drop A visual representation of a large, glowing heart. To replenish the health of the player, balancing out the difficulty of the seemingly endless waves of enemies. These sized heals are randomly dropped after the player has defeated a large enemy. When the player pick it up, it heals them for 75 health. The player object must touch the large health drop object for it to be effective. Must be touched by the player to activate. Replenishes a limited amount of the player’s health.
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