Design Document
Concept:
A Highly
Stylized 3-D Homage to Old-School Beat-Em-Ups Set within a Tongue-in-Cheek
Super Hero Universe.
* Ctrl + Click On Orange or Purple Text to Jump to Desired Section *
- Levels Overview
General Features
Story________________________________
The
Terror Force Consists of five unique heroes, each with his own theme. Each character will have a different set of
stats that directly determine each character's play style. Each Character will specialize in one stat. Special moves will also differ between each
character. Each character will have 1 mid
range projectile attack that damages the enemy and also negatively effects them
in some way (ex. Stun). Each character
will have a different Ultra Move.
-----
-----
Stats Are Underlying factors that determine certain Attributes
for each character.
Stats for a Hero Character will not be lower than 1 unit and not exceed higher than 4 units.
All Stats when added up for each Hero Character will equal 12 units.
All Attributes will have a base value specific to that stat
consisting of 3 units. ***Need to determine whether or not to adjust
the BASE VALUES based on Debuff/Buffs or leave them be***
Attack - Determines how much damage a
Characters Basic Attack and Special Attacks Inflict. Each attack is further strengthened by what
type of Basic Attack you perform.
Defense -
Determines damage mitigation for the character.
The Formula for How Basic Attack Damage
works is as Follows:
[
Attack Base * ( Attack + Move Type Strength) ] - [ Defense Base * Defense ] =
Damage
For
Example -
Barrel performs a combo finish on Midknight
who currently has 100 Health Points :
[ 3 * (3 + 1) ] - [ 3 *
1 ] = 9 damage
Speed -
Determines the Walk/Run Speed of a Character AND his attack speed.
Animation Will have a set number of frames specific to each general
action (example - Walk, Punch, etc).
Speed stat will determine to what factor said animation will play. Speed will also determine to what factor a
character moves in any direction.
Block -
Determines the duration the Player is able to maintain a block and how fast the
block timer recharges. A High Block
value = Longer Blocking Duration, Quicker Recharge. A Low Block Value = Shorter Blocking
Duration, Slower Recharge. The Player
Receives NO damage while
blocking. If the player exceeds their
Block Duration, they will enter a state of exhaustion (Stun) for 2 seconds. Base Value for Total Block Time = 1 units & Base Value for Block
Recharge Time = 10 units.
The
Formula for How Blocking works is as Follows:
Base
Total Block Time * Block Stat = Total Block Time in seconds
Base
Block Recharge Time / Block Stat = Max Recharge Time in seconds
(
Amount of Time Blocked / Total Block Time ) = Percentage Blocked (in decimal
form)
Percentage
Blocked * Recharge Multiplier = Time it takes to Recharge to Full Block again
in seconds.
For Example -
Barrel has a Block Stat of 4.
The
Base Total Block Time is 1 second, and the Base Block Recharge Time is 10
seconds
(1
* 4) = 4 seconds, (10 / 4) = 2.5 seconds. The player may block for 4 seconds
and have to wait 2.5 seconds before being able to block again (if the full
blocking time is used).
If
the player only blocks for 2.2 seconds, then the recharge time is calculated:
(2.2 / 4) * 2.5 = 1.375. It will take 1.375 seconds for the player to be able to block again.
(2.2 / 4) * 2.5 = 1.375. It will take 1.375 seconds for the player to be able to block again.
Parry - A
Basic Attack boost obtained after successfully blocking an enemy attack.
-----
Walk - Move Left Joystick. One Animation. Varying degrees of
speed based on input.
Run - In direction you want to run, Tap once on Left Joystick
than Tap again and Hold.
Grab - Simply walk into an enemy. Grab lasts 4 seconds.
Jump - the Player Jumps in direction the Left Joystick
determines. This includes complete a 360
range.
Attack - Includes basic one hits, combos (attacks in
succession), back attacks, running attacks, grab attacks, jump attacks, Special
Attacks, and an Ultra Attack.
Block - Player holds down guard button for a length determined
by characters stats. An indicator will
let the player know how long his block will last.
Parry - When a player is blocking, and an enemy attacks the
blocking player, the player will receive an attack bonus. The player is still
vulnerable to attack from other enemies during this state. The enemy that
attacked the blocking player receives a short stun effect allowing the player
to follow up with an attack(s).
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
*all
Regular Attacks have the ability to hit multiple enemies as long as they are
within collision range.
** Speed and Damage of all Regular Attacks
depend on Character Stats.
***Each hit effectively Stuns an enemy just long
enough to ensure a combo can continue.
X (+0) - Regular Attack.
X,X (+0,0) -
2 hit Combo
Regular Attack.
X,X,X (+0,0,0) - 3 hit Combo Regular Attack.
X,X,X,X (+0,0,0,0) - 4 hit Combo Regular Attack. *
X,X,X,X,X (+0,0,0,0,1)- 5 hit Combo Regular Attack. 5th Hit knocks down.*
X + A (+1) - Backwards attack.
Knocks Down.
(While Running) X (+1) - An attack preformed while running. Knocks Down.
*Whether a Hero Character has a 4 or 5 hit combo,
the finishing attack will be a +1 damage and Knock Down.
Special Attacks
*Damage depends
on Character Stats.
**A 2 second invisible cool down applies to all
Special Attacks.
F, F + X - A Mid Range Projectile attack that does damage and A unique "Debuff" to an
enemy.
Rotate Move Stick 360 + X - A Close Attack that knocks down and damages all enemies surrounding player in a full 360
range.
Hold X + Y(Block) - A self buff that is unique to every
character. Preformed by Holding X + Y
for 3 seconds. Duration is proportional
to amount of damage received during buff's duration. More Damage Received =
Shorter Buff. Standard length is 30
seconds.
B (Ultra)- Ultra Move that is preformed when an "Ultra
Meter" is completely full. The
Meter's fill speed is defined in 3 degrees.
The 1st
level = Fills when Player attacks enemies
**Fills the Slowest this way**_________________________________ The 2nd
level = Fills when Player receives damage
**Fills the Average Speed this way**___________________________ The 3rd
level = Fills When Player receives
damage with less than 15% health
**Fills the Fastest This Way**____________ The Goal is to allow the
player to use their Ultra 2-3 times a Level.
Jumping Attacks
*Jump Height and duration is same for all
characters
A - Jump Up
F/B + A - Jump Forwards/Backwards
A, then X (+2) - A jumping attack that is preformed in
place. Knocks Down Enemy.
A, then D + X (+1) - A jumping attack that is
preformed in place. Does NOT knock down Enemy
F/B + A, then X (+2) A jumping attack preformed
forwards are backwards. Knocks Down Enemy.
F/B + A, then D + X (+1) - A jumping attack preformed
forwards are backwards. Does NOT knock down Enemy.
Grab Attacks
* Damage and Speed of Attacks determined by Player
Stats.
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X (+1) - A Held Regular Attack. Last
Hit Knocks Down.
(While Grabbing Front) F/B + X (+2) - A Throw directed ether forwards or
backwards. Thrown Enemies Hurt and Knock down other enemies in the path of the
throw.
(While Grabbing Back) X (+2) - A Held Regular Attack.
Slower but More powerful.
(While Grabbing Back) F/B + X (+2) - A Throw that jumps up with enemy, and throws them
back down in same place.
-----
Attack: 4
Defense: 2
Speed: 3
Block: 2
Parry: 1
-----
Hotshot Danny Boes always had an affinity with
fire. In fact He can control it, and shape it through shear will alone.
He's not one for playing it safe...always looking before leaping and shooting
fireballs first, asking questions never. He's quick but doesn't have a
strong chin, and this leads to his, "A strong defense is a stronger
offense" fighting mentality.
-----
Dragon's Breath (Mid Range
Projectile) - A flame in
the shape of a dragon's mouth erupts from his hands that burns foes over time.
Rising Nova (360 Close
Knockdown) - Engulfs
himself in searing flame, then expels it outward damaging and knocking down
foes.
Dragon Claws (Self Buff) - Gains claws made of flames that increases
his normal attack range.
Flight of the Dragon (Ultra)
- Summons a dragon made of
fire that he can guide, severally burning foes as it soars into them.
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
X - Fire Hook Punch
X,X - Fire Hook Punch, Fire Uppercut
X,X,X - Fire Hook Punch, Fire Uppercut, Knee
X,X,X,X - Fire Hook Punch, Fire Uppercut, Knee, Fire Double
Palm Punch
X,X,X,X,X - Fire Hook Punch, Fire Uppercut, Knee, Fire Double
Palm Punch, Finger Snap Incinerate
X + A - Backwards Fire Pit
(While Running) X - Flaming Dragon Charge
Special Attacks
F, F + X - Dragon's Breath
Rotate Stick 360 + X - Rising Nova
Hold X + Y(Block) - Dragon Claws
B - Summon Dragon
Jumping Attacks
A - Jump Up
F/B + A - Jump Forwards/Backwards
A, then X - Fire Flip
A, then D + X - Dragon Wings
F/B + A, then X- Fire Dive
F/B + A, then D + X- Dragon Wings
Grab Attacks
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X - Rising Fire Geyser
(While Grabbing Front) F/B + X - Ignited Shoulder Press Throw
(While Grabbing Back) X - Fire Bear Hug
(While Grabbing Back) F/B + X - Lifting Fire Stream
-----
- Highest Basic
Attack Strength , 2nd Highest Parry Damage
- 2nd
Fastest
- Poor
Block and Health
- Specials
= Damage Over Time, Extended Attack
Range
- Ultra =
Real Time Controllable Area Of Effect Special
-----
Barrel/Patty Rhodes
-----
Attack: 3
Defense: 4
Speed: 1
Block: 3
Parry: 1
-----
Patty Rhodes was always a
growing boy. His size and strength are the only what he mocks as
"super power" he needs to go toe to toe with hordes of baddies.
He has a high tolerance for pain and can absorb attacks for quite a while
without taking damage. His Barrel chest is not the only reason he answers
to his moniker. P. Rhodes is strapped with various and obscene amounts of
guns and ammo. So much so that it slows him down and causes swift counter
punches to land weak.
-----
Shot Gun Blast (Mid Range
Projectile) - A Pump
Action Shotgun Blast that stuns and damages eneimes.*
Ground
Slam (360 Close Knockdown) - Barrel
raises up with all his might and slams the ground with both arms causing a
shockwave that damages and knocks down surrounding foes.
Berserk (Self Buff) - Enters into a State of Rage in which
punches land harder, Speed is fueled by anger, and Pain is nonexistent.**
Grenade Launcher (Ultra) - Barrel pulls out a Grenade Launcher that
fires 3 frags that shred apart enemies in its explosive proximity.***
*(stun length is dependent on enemy type. level 1 enemies = longer stun. level 3 enemies = shortest stun. Bosses = shortest stun and 1 in 4 (25%)
chance of stun. )
**(raises attack, speed, and health by 1 point.)
***(Grenades are launched by holding down B Button.
While B button is held, A target appears in front, and only in front, of
character. When B Button is released, a
grenade is launched at target area. Each
grenade launched depletes the ultra meter for a total of 3 grenades. Ultra meter can't fill again till all
grenades are used.)
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
X - Right Wild Swing
X,X - Right Wild Swing, Left Wild Swing
X,X,X - Right Wild Swing, Left Wild Swing, Launching
Uppercut
X,X,X,X - Right Wild Swing, Left Wild Swing, Launching Uppercut, Mid Air Ankle Grab Throw
X + A - Backwards One Arm Hammer Punch
(While Running) X - Massive Clothesline
Special Attacks
F, F + X - Shot Gun Blast
Rotate Stick 360 + X - Ground Slam
Hold X + Y(Block) - Berserk
B - Grenade Launcher.
Jumping Attacks
A - Jump Up
F/B + A - Jump Forwards/Backwards
A, then X - Massive Clap
A, then D + X - Shotgun Stock Butt
F/B + A, then X - Downwards Punch
F/B + A, then D + X- Shotgun Stock Butt
Grab Attacks
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X - Forehand and Backhands
Slaps
(While Grabbing Front) F/B + X - Baseball Throw
(While Grabbing Back) X - Shotgun Execution
(While Grabbing Back) F/B + X - Jumping Choke Slam
-----
- Highest
Health
- 2nd
Longest Block and Basic Attack Strength
- Slowest
and Lowest Parry Attack Damage
- Specials
= Ranged Stun, Slight Increase in Basic Attack, Health, and Speed
- Ultra =
3 Aimed Area of Effect Projectiles that Knock Down and Damage
-----
-----
Attack: 1
Defense: 2
Speed: 2
Block: 3
Parry: 4
-----
Zac is a fiddler. He
probably picked it up from his grandfather, who was a brilliant WWII aviation
engineer and mechanic. When Rivet isn't maintaining the Terror Force's
gear and rides, he is inventing new ways to deal the pain. He's not a great
brawler on his own, but what he lacks in fighting prowess, he makes up for with
his mind. He is a clever and calculated warrior, using various gizmos to
increase his ability to intercept attacks then deliver devastating counter
strikes. He won't win in any bare knuckle bar fights, but he continuously
vexes and outwits his enemies.
-----
Flash Bot (Mid Range
Projectile) - A mechanical
sphere is bowled forward then explodes into light which damages and confuses
foes into attacking each other.
Terror Gas (360 Close
Knockdown) - Rivet Pulls
down his Mask and throws down a canister of smoke that leaves foes damaged and
knocked down in pain.
Team Stim Pack (Self Buff) - Enhances himself and his team with
Nanobots that ups Attack Strength and
Blocking Length.*
Assemble Robot (Ultra) - Assembles a robotic ally to fight on its
own accord alongside Rivet. Attacks with
Basic Punches and an occasional laser beam.**
*(Increases all controllable teammates' attack and
block by 2 points)
**(Robotic Ally is non controllable. Will continue to fight till destroyed or
level beaten. Ultra meter will not
refill again till robot is destroyed).
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
X - Mallet Wallop
X,X - Mallet Wallop, Gut Punch
X,X,X - Mallet Wallop, Gut Punch, Foot Stomp
X,X,X,X - Mallet Wallop, Gut Punch, Foot Stomp, Drill
X + A - Back Shin Kick
(While Running) X - Mallet Jab
Special Attacks
F, F + X - Flash Bot
Rotate Stick 360 + X - Terror Gas
Hold X + Y(Block) - Team Stim Pack
B - Assemble Robot
Jumping Attacks
A - Jump Up
F/B + A - Jump Forwards/Backwards
A, then X - Mallet Yo-Yo
A, then D + X - Explosion Boots
F/B + A, then X- Belly Flop
F/B + A, then D + X- Explosion Boots
Grab Attacks
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X - Drill
(While Grabbing Front) F/B + X - Shove
(While Grabbing Back) X - C4 Plant
(While Grabbing Back) F/B + X - Sticky Rocket Lifting Slam
-----
- Longest
Block & Parry Attack Damage Makes Up For Lowest Attack Damage
- Average
Speed and Health
- Lowest
Attack Damage
- Specials
= Enemies Attack Each Other, Increase Attack & Block of all Team
- Ultra = Summons
A Non Playable Ally to Fight With Him.
-----
-----
Attack: 2
Defense: 3
Speed: 3
Block: 2
Parry: 2
-----
He never wanted to become a superhero, but when
Cory Stone lost his left arm in a work related catastrophe, he became just
that… a superhero. He worked for a high
tech prosthetics company, and was given the chance to be fitted with a
prototype mechanical arm. This all
seemed a little too convenient to Stone, but he would have given anything for a
new arm. And that’s what the LimbTech
Co. planned all along; an in house guinea pig for a dangerous new
technology. While not expected to
survive the grafting, Stone did and promptly escaped from his once place of
employment. His new found technology has
gifted him the powers of Electrical Conduction in which he uses to fly and bend
energy to his liking. He is an
all-around capable fighter, having no noticeable short comings, and he is ever
vigilant against those that would take advantage of others.
-----
Stasis Drive (Mid Range
Projectile) - A sharp beam
that initially damages a foe then encapsulates them in energy, slowing their
movements.
Hyper Twister (360 Close
Knockdown) - Uses flight
to quickly spin in place to create a gale force wind to knock down and damage
foes.
Tesla Coils (Self Buff) - Electricity flows through Telsa, randomly
lashing out to nearby enemies damaging them with bolts of searing power.
Flying Eye Beams(Ultra) - Tesla takes flight, using his visor to
shoot beams of deadly red lasers that leave a trail of plasma fire in its wake.
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
X - Mecha Jab
X,X - Mecha Jab, Mecha Jab
X,X,X - Mecha Jab, Mecha Jab, Cape Rounding Punch
X,X,X,X - Mecha Jab, Mecha Jab, Cape Rounding Punch, Anti
Grav Slam
X + A - Turning Mecha Swing
(While Running) X - Flying Charge
Special Attacks
F, F + X - Stasis Drive
Rotate Stick 360 + X - Hyper Twister
Hold X + Y(Block) - Tesla Coils
B - Flying Eye Beams
Jumping Attacks
A - Jump Up
A, A - Flight*
F/B + A - Jump Forwards/Backwards
A, then X - Spinning Heel kick
A, then D + X - Energy Swat
F/B + A, then X - Swooping Dive
F/B + A, then D + X- Energy Swat
*Flight last only 3 seconds or until attacked.
Grab Attacks
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X - electro shock torture
(While Grabbing Front) F/B + X - Hovering Judo throw
(While Grabbing Back) X - Forward Flying Slam
(While Grabbing Back) F/B + X - Flying Hyper Slam
-----
- All
around average fighter
- No
noticeable strengths or weaknesses
- The
ability of Limited flight
- Specials
= Slowing Projectile Beam, Automated Electrical Attack Sheild
- Ultra =
During Flight Red Beams ignite the ground with trails of plasma fire.
-----
g. Concept Art
-----
Attack: 3
Defense: 1
Speed: 4
Block: 1
Parry: 3
-----
Its
an understatement to say that Austin Midnight, also known as Shroud, has had a
sorted past. A former assassin, he is an expert at blending the ancient
disciplines of swords and shadows, with a high tech armory at his
disposal. Shroud is a reluctant member of the Terror Force 5
though. When the team foiled one of his assassination attempts, he was
captured and given two options. He could ether be locked in a cell for
the rest of his life, or redeem his past sins as a superhero. Midnight is
no fool, and he is serving his life time sentence as a member of the Terror
Force 5 honorably enough. His speed, attack and deadly parrys make him an
unstoppable offensive force....just don't get clocked on the jaw.
-----
Poison Knife (Mid Range
Projectile) - A thrown
dagger covered with poison that damages a foe and briefly increases the damage
they receive.
Unseen Blades (360 Close
Knockdown) - Unleashes a
flurry of blade attacks in all directions to damage and knock down surrounding
foes.
Cloak and Dagger (Self Buff)
- Shroud is able to be
concealed in the smallest of shadows rendering himself near invisible, though
attacking makes the effect briefly vanish.
Shadow Blink (Ultra) – Dashes behind enemies so fast, he appears
to be teleporting, and when behind his foes he uses his blades to quickly
eviscerate them.
-----
(X- Attack, A-Jump, Y-Block, B-Ultra, G-Grab,
F-Forward, B-Backwards, U-Upwards, D-Downwards,)
Regular Attacks
X - Backhand Sword Slash
X,X - Backhand Sword Slash, Dagger Uppercut
X,X,X - Backhand Sword Slash, Dagger Uppercut, Diagonal
Sword Slash
X,X,X,X - Backhand Sword Slash, Dagger Uppercut, Diagonal
Sword Slash, Dagger Stab
X,X,X,X,X - Backhand Sword Slash, Dagger Uppercut, Diagonal
Sword Slash, Dagger Stab, Spinning Sword
Slash
X + A - Leg Sweep
(While Running) X - Whirling Blades
Special Attacks
F, F + X - Poison Knife
Rotate Stick 360 + X - Unseen Blades
Hold X + Y(Block) - Cloak and Dagger
B - ???
Jumping Attacks
A - Jump Up
F/B + A - Jump Forwards/Backwards
A, then X - Upwards Kick
A, then D + X - Sword Bomb
F/B + A, then X- Corkscrew Kicks
F/B + A, then D + X- Sword Bomb
Grab Attacks
D + X - Switch Direction of Grab Front to Back
(While Grabbing Front) Repeatedly Tap X - Blade Disembowel
(While Grabbing Front) F/B + X - Head Leg Scissor Throw
(While Grabbing Back) X - Reverse Facing Backwards
Sword Thrust
(While Grabbing Back) F/B + X - Leg sweep to Bicycle Kick Upwards
-----
- Most
potential damage of any character through use of parries
- Fastest
Hero
- Poorest
Defense, Poor Blocking
- Specials
= Projectile that lowers foes defense, Invisibility
- Ultra =
Teleportation behind enemies resulting in severe damage
-----
Enemies
are defined as non playable characters with a programmed A.I. in which their
goal will be to perform unique attacks in order to deplete the Player’s Health
Points. They will come in 4 different
levels.
A enemy level is defined by A) Total Sum Of Stats B) Resistance to Debuffs
Level 4 enemies
will be considered “Boss” characters.
There will be generic enemy types throughout the game with
identical move sets, stats, level designation, and health points. But
for each stage, they will have a skin that pertains to the level’s theme. The proportions for each model of the same
enemy type will be roughly the same.
Every Stage will have 2 unique enemies. They will have unique designs, move sets,
stats, level designations, and health points.
Every Stage will have a lvl 4 Sub Boss and a lvl 4 Final Boss.
-----
Lvl1 Total Stat Sum = 6
Debuff
Resistance = 0%
Burn
Length = 6 seconds
Stun
Length = 3 seconds
Confuse
Length = 7 seconds
Slow
Length = 5 seconds
Poison
Length = 4 seconds
Lvl2 Total Stat
Sum = 9
Debuff
Resistance = 10%
Burn
Length = 5 seconds
Stun
Length = 2 seconds
Confuse
Length = 6 seconds
Slow
Length = 4 seconds
Poison
Length = 3 seconds
Lvl 3 Total
Stat Sum = 12
Debuff
Resistance = 50%
Burn
Length = 4 seconds
Stun
Length = 1 seconds
Confuse
Length = 5 seconds
Slow
Length = 3 seconds
Poison
Length = 2 seconds
Lvl 4 Total
Stat Sum = 16
Debuff
Resistance = 80%
Burn
Length = 3 seconds
Stun
Length = 0.5 seconds
Confuse
Length = 2 seconds
Slow
Length = 2 seconds
Poison
Length = 1 seconds
-----
Stats Are Underlying factors that determine certain Attributes
for each enemy.
Stats for a Enemy will not be lower than 0 unit
and not exceed higher than 6 units.
All Stats when added up for each Enemy will vary depending on level.
All Attributes will have a base value specific to that stat
consisting of 3 units. ***Need to determine whether or not to adjust
the BASE VALUES based on Debuff/Buffs or leave them be***
Attack - Determines how much damage an
Enemy’s attack inflicts. Each attack is
further strengthened by what type of preformed.
Defense -
Determines damage mitigation for the character.
The Formula for How Basic Attack Damage
works is as Follows:
[
Attack Base * ( Attack + Move Type Strength) ] - [ Defense Base * Defense ] =
Damage
For Example -
Barrel performs a combo finish on
Midknight who currently has 100 Health Points :
[ 3 * (3 + 1) ] - [ 3 *
1 ] = 9 damage
Speed -
Determines the Walk/Run Speed of a Enemy AND
his attack speed. Animation will have a
set number of frames specific to each general action. Speed stat will determine to what factor said
animation will play. Speed will also
determine to what factor an Enemy moves in any direction.
Block - Determines
the duration the Enemy is able to maintain a block and how fast the block timer
recharges. A High Block value = Longer Blocking Duration, Quicker
Recharge. A Low Block Value = Shorter
Blocking Duration, Slower Recharge. The
Enemy Receives NO damage while
blocking. If the player exceeds their
Block Duration, they will enter a state of exhaustion (Stun) for 2 seconds. Base Value for Total Block Time = 1 units & Base Value for Block
Recharge Time = 10 units.
The
Formula for How Blocking works is as Follows:
(The
Following Two stats do NOT factor into Total Stat Sum. They Are Independent)
Block
Frequency – Determines how often an enemy will block an attack.
Aggression –
Determines how often an enemy will attack the player.
-----
Walk – The Enemy will walk towards their destination.
Run - The Enemy will run towards their destination.
Grab – An Enemy will move into the Player and attempt to grab
them. If the player is NOT moving
towards enemy as the enemy is trying to grab, the enemy will successfully grab
the Player.
Jump - The Enemy Jumps Towards their destination. This includes complete a 360 range.
Attack – Will vary depending on the enemy. Attacks will vary between simple attacks to
unique attacks.
Block – Blocking for enemies 2 stats. One stat will
determine how long the enemy is capable of blocking, and the other stat will
determine the enemy’s frequency of blocking.
Parry – Enemies will NOT
have a basic Parry system unless programmed specifically for the enemy
type.
Aggressiveness – Some Enemies will be more aggressive than
others. Less aggressive enemies will
circle or move around the player more often.
Aggressive enemies will attack more often.
The
scrapper is the run of the mill Enemy.
His design, attacks, and mechanics are the most basic of all
enemies. He will be the staple enemy of
each stage.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
2
|
3
|
4
|
Defense
|
2
|
3
|
4
|
Speed
|
2
|
3
|
4
|
Block Length
|
0
|
0
|
0
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
0
|
0
|
0
|
Aggression
|
1
|
2
|
3
|
-----
Nothing
really.
-----
Punch (+0) - A Series of Punches
Uppercut (+1) - An Uppercut that knocks Player down.
Combo (+0,0,1) - A Series of Punches that end with An Uppercut that knocks
Player down.
Kick (+1) - A Powerful Kick that Knocks Player down.
Throw
(+2) - Moves close to player and throws
him.
The
Brute is slow but does high amounts of damage.
They do massive one hit attacks and running attacks. Their design should reflect their ability to
do massive damage and unstoppable running attacks. Effective Blocking should be the best way to
defeat a Brute, ensuring minimal damage during a frontal assault.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
3
|
4
|
6
|
Defense
|
2
|
3
|
3
|
Speed
|
1
|
2
|
3
|
Block Length
|
0
|
0
|
0
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
0
|
0
|
0
|
Aggression
|
2
|
3
|
4
|
-----
Charging Attack - The Brute leans forward
and charges towards the player and is invulnerable to damage, but can be
knocked down with a jumping attack or 360 special attack.
-----
Backhand (+0) - One Mighty Backhand
Ax kick (+1) - A Massive Kick that knocks Player down.
Combo (+0,1) - One Mighty Backhand followed by an Ax Kick knocking the Player
down.
Standing Clothesline (+2) - Lunges
Forward with a Huge Clothesline attack knocking the Player down.
Charge (+2) - A Running Attack that is almost
impossible to stop. Knocks Player down.
The
Acrobat is the fastest basic enemy type.
The excel in hit and run techniques and jumping attacks. Their design should reflect nimble movement,
and a frail body. Catching the Acrobat
in a full combo or powerful throw is the best way to defeat them.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
1
|
2
|
2
|
Defense
|
1
|
2
|
3
|
Speed
|
3
|
4
|
6
|
Block Length
|
1
|
1
|
1
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
1
|
1
|
1
|
Aggression
|
1
|
3
|
5
|
-----
Jumping - The enemy jumps around randomly
and will attack from the air.
-----
Claw/Slap (+0) - A Series of Clawing/Slapping attacks.
Sweep (+1) - A low sweeping kicks that Knocks the Player
down.
Combo (+0,0,0,1) - A Series of Clawing/Slapping attacks that
ends with a Sweep knocking the player down.
Backwards Flip Kick (+1) - A Flipping Kick that also Moves Speedster
away out of reach.
Jump Kick (+2) - A downward Kick preformed from the air knocking the player
Down.
The
Tank can take a lot of punishment before being defeated. He can throw other fellow enemies out of
danger's way and take their place as the punching bag. Their Design should reflect the ability to
take a lot of damage. Taking out a Tank
first should be a priority so the Player can defeat other nearby foes without
any interference.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
1
|
2
|
3
|
Defense
|
4
|
5
|
7
|
Speed
|
1
|
2
|
2
|
Block Length
|
0
|
0
|
0
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
0
|
0
|
0
|
Aggression
|
1
|
2
|
3
|
-----
Safety Toss- The tank rushes to the aid of
a fellow enemy being attacked, and tosses them out of harm's way. He then should prioritize himself as the
Player's target.
Push - The tank pushes the Player
backwards, interrupting their attacks and creating distance between the Player
and Enemies. The Player experiences
Knock Back and a brief Stun effect.
-----
Hook Punch (+0) - A Series of Slow Punches.
Head Butt (+2) - An attack made with the head that knocks
the Player down.
Combo (+0,0,2) - A Series of Punches that end with a Head butt that knocks
Player down.
Safety Toss (+0) - The Tank dashes to the aid of a fellow enemy being attacked,
and shoves them out of the way taking the brunt of the attack.
Shove
(+1) - When a Player is pressing a group of enemies, the Tank shoves them back
creating distance between the two parties.
The
Pugilist specializes in interrupting a Player's combo and or throw. They do so by stopping the Player's attack
animation midway, and attacking. Their
design should reflect hand to hand combat training/experience. Quick knockdowns
are the best tactic against them.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
2
|
3
|
4
|
Defense
|
1
|
2
|
3
|
Speed
|
2
|
2
|
3
|
Block Length
|
1
|
2
|
2
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
2
|
2
|
3
|
Aggression
|
3
|
3
|
4
|
-----
Interrupting Body Punch - The Pugilist performs
a generic dodge animation, and follows with a punch to the Players
stomach. The Player experiences a brief
stun effect.
-----
Jab (+0) - A Series of Quick Jabs.
Elbow (+1) - An attack made with the head that knocks
the Player down.
Knee (+2) - An expert knee to the face that knocks the
Player down.
Combo (+0,0,1,2) - Two Jabs, an Elbow, and finished with a
knee to the face that knocks Player down.
Interrupting Body Punch (+2) - The Pugilist interrupts the Player's current string of
attacks, and follows up with a devastating Body Shot that stuns the player
briefly.
The
Defender Blocks a lot. Not only do they
block most attacks, but they can follow up with a powerful Parry attack of
their own. Their design should reflect
the ability to deflect attacks with ease.
The best way to defeat a Defender is by grabbing and attacking them.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
1
|
2
|
3
|
Defense
|
1
|
2
|
3
|
Speed
|
1
|
2
|
3
|
Block Length
|
3
|
3
|
5
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
3
|
4
|
5
|
Aggression
|
1
|
1
|
3
|
-----
Parry - After blocking the Sentinel may
follow up with a powerful Parry attack.
-----
Palm Strike (+0) - Attacks with a Palm Punch.
Bear Hug (+2) - The Defender moves in towards player, grabs
them, and Bear Hugs.
Parry (+3) - After blocking a Player's attack, the
Defender counter attacks with a huge Punch.
-----------------------------------
Set in the Mid 1980's, The Terror Force 5 investigate a rift
in the timeline in Soviet Russia. They
must foil a plot that could start World War III.
---------------------
b. Story Outline
The Terror Force
Five (TF5) discover a temporal anomaly originating from Soviet Russia in the
mid 80s. The team travels back in time to investigate the disturbance only to discover
a nefarious plot. An extremist sect of
the Soviet Government plans to start World War III by launching nuclear warheads
at both Moscow and Washington. At the
head of the cataclysmic plan is the irradiated general Crimson Klaus. The TF5 must travel to his HQ, a seemingly
abandoned Nuclear Power Plant which cleverly posses as cover for a Nuclear Arms
Factory. Our heroes must battle through
the indoctrinated local plant workers and militia to infiltrate the Power Plant
and stop Klaus from launching those warheads.
The sake of present civilization is on the line.
After defeating
the deranged and mutated General, the TF5 discover the temporal anomaly was
caused by an Unknown Agent. Unknown
Force is the yet to be determined Arch Enemy to the TF5.
------------------
~Scrapper - Male Industrial Worker
~Brute - Infantry Soldier
~Acrobat - Female Industrial Worker
~Tank - Winter Soldier
~Pugilist - Communist Aristocrat
~Defender - Officer
-----------------------
The
Spy has the ability to blend into his surroundings and become Invisible. During this state, he is unseen by the player,
but still vulnerable to attack. A faint
trace of the spy can still be seen when cloaked. His design should reflect the trench coat
average joe business man with a dark side.
The best way to defeat a Spy is to pay attention when he first cloaks so
you can track him still.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
2
|
3
|
4
|
Defense
|
1
|
2
|
3
|
Speed
|
3
|
4
|
5
|
Block Length
|
0
|
0
|
0
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
0
|
0
|
0
|
Aggression
|
2
|
3
|
4
|
-----
Invisibility - The Spy Melds into the
background and becomes nearly invisible.
During this state he will try and stab you in the back.
-----
Neck Chop (+0) - Attacks the Player's Neck with a Chop.
Holdout Pistol (+1) - Attacks with a Hidden and Small Pistol at
Close Range.
Backstab (+2) - The Spy, when cloaked, will move to the
player's back and stab them.
The
Scientist likes to avoid combat and will cover up for dear life when attacking
them. While staying out of the action,
they lay down proximity mines for the player to stumble upon. Their design should reflect a scientist....
The best way to defeat a Scientist is to chase them down with a running attack.
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
1
|
2
|
3
|
Defense
|
1
|
2
|
3
|
Speed
|
1
|
2
|
3
|
Block Length
|
3
|
3
|
3
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
3
|
5
|
6
|
Aggression
|
1
|
1
|
1
|
-----
Proximity Mines - The Scientist will set
down proximity mines for the player to stumble upon causing massive damage and
knockdown.
-----
Flail (+0) - Flails arms wildly in an effort to attack
the player.
Proximity Mine (+3) - Sets a Proximity Mine.
The
-----
|
Lvl 1 (6)
|
Lvl 2 (9)
|
Lvl 3 (12)
|
Attack
|
|
|
|
Defense
|
|
|
|
Speed
|
|
|
|
Block Length
|
|
|
|
-----
|
-----
|
-----
|
-----
|
Block Frequency
|
|
|
|
Aggression
|
|
|
|
-----
Mechanic - The
-----
Attack 1(+ ) - He.
Attack 2 (+ ) - He.
---------------------
e. Environments
~Russian Countryside/Factory
Entrance
~Nuclear Factory Hallways
~Nuclear Reactor Room
~Nuclear Reactor Containment Hallway
~Klaus's Office
Start) Player Arrives outside of Nuclear Power Plant in
Russian Country Side
1) Fights Through Enemies in the Russian Countryside with the
Power plant in the background
2) Reaches Power Plant Entrance. Starts Climax Peak.
3) Barricaded Soldiers have Machine Gun Nests at
Entrance. Player must fight through
enemies to get to Machine Guns while taking cover intermittently from Machine
Gun Fire.
4) Machine Gun Nests are destroyed by Players.
5) Enter Factory.
6) Fight Through Lobby and Factory Hallways
7) Enter a Reactor Room. Scientists are in back ground
starting A Nuclear Fission Process in your room. Starts Climax Peak.
8) Enemies Come to fight the Players. Player must throw enemies into the Reactor
Chasm. Player stuck in room until reactor broken from this.
9) Reactor Malfunctions.
Player must escape through a corridor of Containment Doors to reach
safety. Starts Climax Peak.
10) Player is in a Series of Containment Rooms. Player must activate Console Panel to Seal
their Room Off and Proceed to Next Room.
A Timer Counts Down till Nuclear Fallout reaches room. If Timer Runs Out, Player's Health slowly
drains until room sealed. Timer resets
at same time for every Containment Room.
11) Player Enters Crimson Klaus's Office. He sits calmly at his desk as he summons
waves of enemies to defeat you.
12) Player Defeats all enemies. Starts
Boss Fight
13) Crimson Klaus Calmly Stands up, Takes off Jacket that is
resting on his shoulders, Stretches Arms and Hits a Launch Missile Button. No Timer, Just Red Lights go Off.
14) During The Boss Fight, The Power Plant is in the process
of blowing up trying to launch missiles.
This causes debris to fall from ceiling damaging Player.
15) Crimson Klaus is Defeated. TF5 Abort Launch sequence.
End Level.
No comments:
Post a Comment