Design Document

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 *

I. Features____________________________________________________________________
   -GamePlay
II. Story_______________________________________________________________________
III. Hero Characters______________________________________________________
                a. General Info
            b. Height Chart
            c. Stats Breakdown
            d. Character Mechanics
            e. Description of Attacks
            a. Portrait
            b. Stats
            c. Biography
            d. Special Moves
            e. Basic Attacks
            f. Highlights
            g. Concept Art
            a. Portrait
            b. Stats
            c. Biography
            d. Special Moves
            e. Basic Attacks
            f. Highlights
            g. Concept Art
            a. Portrait
            b. Stats
            c. Biography
            d. Special Moves
            e. Basic Attacks
            f. Highlights
            g. Concept Art
            a. Portrait
            b. Stats
            c. Biography
            d. Special Moves
            e. Basic Attacks
            f. Highlights
            g. Concept Art
            a. Portrait
            b. Stats
            c. Biography
            d. Special Moves
            e. Basic Attacks
            f. Highlights
            g. Concept Art
IV. Enemies____________________________________________________________________
            a. General Info
            b. Enemy Level Breakdown
            c. Enemy Stats
            d. Enemy Mechanics
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
            a. Overview
            b. Stats
            c. Unique Mechanics
            d. Attacks
V. Levels________________________________________________________________________
- Levels Overview

       a. General Info
                b. Story
                c. Enemies
                d. Unique Enemies
                        ~Spy
                                    a. Overview
                                    b. Stats
                                    c. Unique Mechanics
                                    d. Attacks

                        ~Scientist
                                    a. Overview
                                    b. Stats
                                    c. Unique Mechanics
                                    d. Attacks
                                ~Boss - Crimson Klaus
                                    a. Overview
                                    b. Stats
                                    c. Unique Mechanics
                                    d. Attacks


                e. Environments
                f. Design






Features______________________________

General Features





Multi Player Features




Game Play



Story________________________________

Concept Overview





Background Story






Hero Characters________________________
Hero Character Overview
a.  General Info
        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.

-----
b.  Height Chart

-----
c. Stats Breakdown
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.


Parry - A Basic Attack boost obtained after successfully blocking an enemy attack.

-----
d. Hero Character Mechanics
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). 

-----
e. Description of Attacks
(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.


Danny Boes/Rising Sun
a.  Portrait

-----
b. Stats
  Attack: 4
  Defense: 2
  Speed:  3
  Block:   2
  Parry:  1

-----
c. Biography
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.

-----
d. Special Moves
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.

-----
e. Basic Attacks
(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

-----
f. Highlights
  - 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

-----
g. Concept Art

Barrel/Patty Rhodes
a.  Portrait

-----
b. Stats
  Attack: 3
  Defense: 4
  Speed:  1
  Block:   3
  Parry:  1

-----
c. Biography
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.

-----
d. Special Moves
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.)

-----
e. Basic Attacks
(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

-----
f. Highlights
  - 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

-----
g. Concept Art






Zac Rivet/Zac Rivet
a.  Portrait

-----
b. Stats
  Attack: 1                                             
  Defense: 2
  Speed:  2
  Block:   3
  Parry:  4

-----
c. Biography
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. 

-----
d. Special Moves
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).
-----
e. Basic Attacks
(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

-----
f. Highlights
  - 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.

-----
g. Concept Art






Flux/Cory Stone
a.  Portrait
-----
b. Stats
  Attack: 2
  Defense: 3
  Speed:  3
  Block:   2
  Parry:  2

-----
c. Biography
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.
-----
d. Special Moves
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.
-----
e. Basic Attacks
(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




-----
f. Highlights
  - 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






Shroud/Austin Midnight
a.  Portrait
-----
b. Stats
  Attack:  3
  Defense:  1
  Speed:  4
  Block:   1
  Parry:   3

-----
c. Biography
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.
-----
d. Special Moves
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.

-----
e. Basic Attacks
(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

-----
f. Highlights
  - 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

-----
g. Concept Art






Enemies_______________________________
Enemy Overview
a.  General Info
        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.

-----
b.  Enemy Levels Breakdown
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


           


-----
c. Stats Breakdown
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.

-----
d. Enemy Mechanics
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"
a. Overview
          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.
-----
b. Stats

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

-----
c. Unique Mechanics
          Nothing really.      

-----
d. Attacks
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"
a. Overview
          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.

-----
b. Stats

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


-----
c. Unique Mechanics
          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.

-----
d. Attacks
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"
a. Overview
          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.
-----
b. Stats

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

-----
c. Unique Mechanics
          Jumping - The enemy jumps around randomly and will attack from the air.

-----
d. Attacks
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"
a. Overview
          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.

-----
b. Stats

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

-----
c. Unique Mechanics
          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.

-----
d. Attacks
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"
a. Overview
          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.

-----
b. Stats

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

-----
c. Unique Mechanics
          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.
           
-----
d. Attacks
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"
a. Overview
          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.

-----
b. Stats

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

-----
c. Unique Mechanics
          Parry - After blocking the Sentinel may follow up with a powerful Parry attack.
           
-----
d. Attacks
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.


Levels_____________________________
Overview
a.  General Info

-----------------------------------
Crimson Crisis
a.  General Info
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.

------------------
c. Enemies
~Scrapper - Male Industrial Worker


~Brute - Infantry Soldier

~Acrobat - Female Industrial Worker

~Tank - Winter Soldier

~Pugilist - Communist Aristocrat

~Defender - Officer


-----------------------
d.  Unique Enemies
"The Spy"
          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.

-----
b. Stats

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

-----
c. Unique Mechanics
          Invisibility - The Spy Melds into the background and becomes nearly invisible.  During this state he will try and stab you in the back.
           
-----
d. Attacks
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"
a. Overview
          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.

-----
b. Stats

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

-----
c. Unique Mechanics
          Proximity Mines - The Scientist will set down proximity mines for the player to stumble upon causing massive damage and knockdown. 
           
-----
d. Attacks
Flail (+0) - Flails arms wildly in an effort to attack the player.
Proximity Mine (+3) - Sets a Proximity Mine.


Crimson Klaus
a. Overview
          The

-----
b. Stats

Lvl 1 (6)
Lvl 2 (9)
Lvl 3 (12)
Attack



Defense



Speed



Block Length



-----
-----
-----
-----
Block Frequency



Aggression




-----
c. Unique Mechanics
          Mechanic - The 
           
-----
d. Attacks
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

f. Level/Game play Design
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