Action Design Principles 3 Design Document

Docent: Micah Hrehovcsik Door: Marijke Steinmann GAR 2D Document Contents

2 CONCEPT DOCUMENT 4

2.1 TITLE PAGE 4 2.2 CREDIT PAGE 4 2.3 SIGN-OFF 4 2.4 INTRODUCTION 5 2.5 GAME ANALYSIS 5 2.6 GAME ATMOSPHERE 6 2.7 GAME PLAY 11 2.8 KEY FEATURES 12 2.9 SELLING FEATURES 13

3 DESIGN DOCUMENT 14

3.1 DESIGN VERSION 14 3.2 DESIGN GUIDELINES 14 3.3 GAME DESIGN DEFINITIONS 14 3.4 GAME MATRIX 15 3.5 GAME FLOW CHART 16 3.6 PLAYER ELEMENTS 17 3.6.1 PLAYER DEFINITION 18 3.6.2 PLAYER PROPERTIES 18 3.6.3 PLAYER REWARDS (POWER-UPS & PICK-UPS) 19 3.6.4 USER INTERFACE (UI) 19 3.6.5 HEADS UP DISPLAY (HUD) 21 3.6.6 PLAYER VIEW 21 3.7 ANTAGONISTIC ELEMENTS 22 3.7.1 ANTAGONISTIC DEFINITIONS 23 3.7.2 ANTAGONISTIC PROPERTIES 23 3.7.3 ANTAGONISTIC LIST 23 3.7.4 ARTIFICIAL INTELLIGENCE (AI) 23 3.8 GLOBAL GAME ELEMENTS 24 3.9 THE STORY 3.9.1 THE STORY COPY 3.10 CONCEPT ART 3.11 LEVEL DESIGN 24 3.12 AUDIO & SOUND F/X 26 3.13 GAME ARCHITECTURE 28 3.13.1 GAME ARCHITECTURE OVERVIEW 29 3.13.2 ARCHITECTURE COPY 32

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4 TECHNICAL DOCUMENT ______33

4.1 SYSTEM REQUIREMENTS 33 4.2 VISUAL CONTENT 33 4.3 AUDIO CONTENT 33 4.4 PROGRAMMING CONTENT 34 4.5 CODE STRUCTURE 4.6 CONCERNS AND ALTERNATIVES 35 4.7 RESOURCES 35 4.8 TECHNICAL MATRIX

3 2 Concept Document

The concept document serves the purpose as a way to present a game concept. A general overview of the game, with the idea anyone can read and understand what the game is like. This part of the document is one that will change very little once the concept is accepted.

2.1 Title Page Game: Light the Way

“Explore the world and the joy of mixing colors” Concept Document; version: 1 Template by: Micah Hrehovcsik

2.2 Credit Page Document Purpose: To get the whole team on the same page. That team members know what the game is. Document Version: v1 Working Title: Light the Way Game Concept & Game Document Author: Marijke Steinmann

2.3 Sign-Off This section is here to confirm that each team leader has read through the design and agrees with the current game design. Game Design Sign-off

CEO: Joanna Siccama: Kyra Willekes:

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2.4 Introduction In this firstperson shooter on the WiiU for children and teens, you play as a young guy named Isaac. With his lightgun he shoots to defend himself and explore the world. Defeat enemies, defeat bosses and power-up your weapon as you gain more skills. During the puzzles and fights, the players will learn how to mix digital colors. The whole game is wrapped in a colorful steampunk world with fantasy creatures and fun scenery.

2.5 Game Analysis This is a general overview of the game.

Game Description Genre: • First Person Shooter • Adventure • Strategy • Puzzle • Action

Game Elements: • Shooting • Dodging • Puzzles • Mixing colors • Learning about colors

Game Content: • Action • Humor

Theme: • Steampunk • Science

Style: • Cartoony

Game Sequence: • Linear- Storylines

Player: • Single Player

Game Reference Game Taxonomy: • Narrative Game / Skill Based / Fictional. Player Immersion: • Tactical • Narrative • Mental • Adventure Reference: • Metroid gameplay style. Walking around, seeing areas where you can't enter yet. You'll have to obtain certain skills (in this case colorwheel) to be able to unlock new ways to enter those areas. • Style is colorful and simple. A bit as cellshading, like Red Steel 2. But a bit more dirty looking to fit the Steampunk theme more.

5 Game Technical Technical From: • 3D graphics View: • TV-Screen: First-Person • WiiU : User Interface/Top down during playing the game Platform: • C#, in Unity Device: • WiiU Game Sales Consumer Group: • Children and teens. Payment: • Retail , or buying in the WiiU eShop. Estimated Price: • €40,- Device Support List • WiiU

2.6 Game Atmosphere Moodboard atmosphere:

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Isaac, The main character of the game. He's very courageous and tough. He has a lightgun on one arm, which has colorwheels to determine the color which it will shoot. He has a utility belt with spare lightbulbs for his gun. In his boots he has tiny little lights.

To keep his lightgun running, he has a backpack with a battery in it, to charge the lightgun with energy.

7 Newton, Isaac's brother. He is very smart, much more than Isaac. But contrary to him, Newton isn't as tough. He's quickly afraid of things. Before he was kidnapped, he often was busy doing new experiments with light and making new objects, such as the lightgun.

Wall Camera – Wall Spies

These sneaky camera's hang on the walls all over the world. Sometimes they are obvious and you immediately spot them when you walk around. However, most of the time they attack when you won't expect them. Because you didn't know they where there at all.

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Enemies – The Shades

You can encounter these enemies pretty much everywhere. Eventhough they do look quite alike, you can't beat them all in the same way. Every Shade has three targets. You have to hit those targets with the right color. First you hit his shoulders, after that, it's rib cage will openup and you can shoot at its heart.

The Shades don't have guns. Because they use their own eyes to shoot lasers at you.

Mini-Boss #1 – Vermello

This evil bird like robot creature is the first mini-boss in the game. He has a box with buttons which he uses as a weapon. The box can shoot lasers. You defeat Vermello by first shooting at his eyes. After hitting his eyes, he will grab his head with one of his hands, revealing three yellow targets under his robe. When you defeated Vermello, he will drop a new colorwheel, the red one.

Mini-Boss #2 – Azul

This creature wasn't evil at all actualy. But he got evil when Optica imprissoned Azul and put chains around him. The chains are the targets you need to hit with your lightgun. The targets differ in color. So you have to be sure you use the right color. Eventhough Azul doesn't have a gun to shoot with, he has massive claws. So he will keep trying to hit you with those. He also dashes towards you. When you defeated Azul, he will drop a new colorwheel, the blue one. Now the player has every colorwheel.

9 Mini-Boss #3 – Alcalino

A quick robotic creature with three guns attached to his head. He liked to spin around and bump into you. He can stretch his arms if needed, for example: to gain balance when he's not spinning. You defeat Alcalino by destroying all his targets. These targets are all a different color. The dark brown parts with the targets, can also spin around. When you defeated Alcalino, he will drop a new generator for you backpack. With this, you can store more energy.

Final Boss – Optica

An evil dark creature that wants the whole world to be without light. Ironically he uses lightguns himself to destroy everyone and every light. He kidnapped Newton, to make sure no one would make more light inventions that make the world even brighter.

He attacks by using his guns. With his claws he protects a target on the necklace. When you brake the target, he will replace it with another one. He can replace it 3 times. After you broke one target, he will first comes after you to hit you with his claws. After a while he will go back to his normal form. He also uses defending shields to protect himself. The shields also have unique colors. He will also change the color of the shield if it takes you too long. If he wants to do more damage, he will sometimes charge his attack before really attacking you, doing more damage this was.

You defeat him when you break his necklace 3 times.

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World Map A topview of the worldmap. The area's are numbered where you should go first and where you need to go next. You are free to walk around where you want. You can't however, enter an area where you shouldn't be yet. Because those area's have color targets on their doors. If you don't have the right colorwheels yet, you can't enter.

You can always enter the base. Here you can recharge your battery and/or health.

The white spots are the doors and gates where you can enter an area.

The Boss in the right corner on the bottom is the final boss.

Audio The music in this game should be appealing to children. It doesn't have to be too dark and ominous to create an adventurous or intense feeling. By making most of the songs a bit up-beat, it will make the players feel excited. It should encourage the player to go on an adventure and to explore every inch of the world.

2.7 Game Play • Opening the game application First you see the developers/publishers names. After that, a spectacular and maybe funny opening scene will play, to quickly show what the game is about. You can skip this scene ofcourse. After that you will go to the home menu of the game. Here you can open a save file, calibrate the Gamepad, or you can close the game. When opening a savefile, you'll get the question if you're left- or righthanded. When you clicked on an answer, the game starts.

• Game Options There aren't any options. You can however, calibrate the WiiU GamePad when needed and switch between right-handed and left-handed

• Story Synopsis You play as a a boy named Isaac. Your brother named Newton is kidnapped by a creature who hates light. His name is Optica. He wants to destory all lightsources, to make the world pitch black. Newton invented a lot of this worlds light technology and light experiments. That's why he was taken away by the badguy. Rescue your brother and brighten up the world!

• Modes The maingame mode. Where you play your adventure.

11 • Game Elements Shooting; With your lightgun. Dodging; Dodging the attacks of the enemies. Solving puzzles; Using different colors to solve little puzzles. Mixing colors; By turning the colorwheels on the lightgun. Learning about mixing colors; Teaching the player about mixing colors in a playful way.

• Game Levels There is one big main level. In this level you can find multiple other areas. To be precise, there are three area's. For every area you need a specific color to open a gate. In one of the area's, there is room where the final boss will be. You will be able to unlock that room when you've collected all the colorwheels.

• Player’s Controls For controls you only use the WiiU GamePad. You hold it vertically and need to use the or touch the screen of the GamepPad to change the colorwheels on your lightgun, which will determinate with what kind of color you will shoot at enemies and targets.

• Winning You win the game by defeating the final boss.

• Losing You'll lose when your health reaches zero.

• End When you lose, or when you defeated the final boss. But also when you quit the game manually.

• Why is all this fun? It is an unique and fun shooter, because you have to think about which colors you use on specific enemies. And the further you get, you need to think about which colors you need to mix together. Thanks to the WiiU GamePad, the controls will help the player to feel more like the character. Because the gear is projected on the screen on the GamePad and you hold it vertically.

2.8 Key Features • Number of Levels : 1 world. Divided in 3 areas and 1 final boss room. • Number of Enemies/ Characters : 2 maincharacters, 2 basic enemies, 3 mini-bosses an 1 final boss. • Time of Game Play: Around 15 hours. • Replay ability : Yes. You can start a new save file. • Audio Specifications: Upbeat music, quite happy and futuristic. • Graphic Specifications: 3D cartoony graphics. • Device: WiiU exclusive (until now). • Players: 1 • Online Activities : Making 'selfie screenshots' ingame and post them on Miiverse. • Game modes: 1

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2.9 Selling Features • Marketing Ideas: Commercials on TV. A contest which can be held by a magazine that children read a lot. Such as Donald Duck here in the Netherlands. • Consumer Group: Children and teens. • Unique Features: The controls with the WiiU GamePad. Which the player hold vertically. And ofcourse mixing colors to achieve gamegoals and to learn about mixing colors. • Merchandising : Probably none. Although kids might enjoy something small like a baseballcap with Isaac on it. But it depends how much the players will like Isaac.

13 3 Design Document

This document describes how game objects behave, controlled and properties they have.

3.1 Design Version Version 1.0

3.2 Design Guidelines The main goal is to design a fun game, mainly for kids, where they can feel that they are on a adventure and learn to mix colors to get the result they need.

3.3 Game Design Definitions This is a section where the definition of the game play is established. o Menu On the meuscreen, you have three options: Start the game, read instructions or quit the game. The last one will close the game application and return to the consoles home menu.

When you click on instructions, you will see a picture which will explain how to play it. The picture will be supported with short instruction video's that will explain certain gameplay elements.

When starting the game, you first have to choose a savefile. After choosing a file, you can pick whether you play as left-handed or right-handed. After that, you will go to the calibrating screen to calibrate the GamePad. o Synopsis You play as a boy named Isaac. His brother is kidnapped by Optica, an evil monster that doesn't like light at all. He wants to see the whole world pitch black. It's up to you to save your brother and defeat Optica. o Game Play You run around the world and you are equipped with a light gun.With the gun you can shoot at enemies to defeat them, but you also use the gun to solve puzzles in the world. For example: Open doors or gates by using specific colors. o Player Control You use the WiiU GamePad to play. It is playable for left- and right handed people. You have to hold the GamePad vertically. On the screen of the GamePad, you can turn the colorwheels to get the color of choice. You can use the stylus for turning the wheels or your own finger. With the hand you hold the GamePad, you can press the R or ZR button to shoot. When you play left- handed, the L and ZL button are for shooting. To aim in the right direction you move the GamePad around. You walk around with one of the control sticks, it depends which stick you have to use if you play left- or right-handed. o Game Over (Winning & Losing) You win the game when you beat the final boss, Optica. You lose when you're all out of Health Points (HP) 14

3.4 Game Matrix

This is a spreadsheet containing the generic names of the player and antagonistic elements and their game properties.

OBJECT PROPERTIES

Unit Type Health Points Damage* Attack Speed Battery Drain Movement

Player 100 20 Medium 2 Medium

Battery (Back- 100 N/A N/A N/A N/A pack)

Enemy 20 per part 20 Medium 10 Medium

Wall Camera 20 10 Fast 5 N/A (with gun)

Mini-Boss 60 per part 20 Medium 15 Medium/Fast

Final Boss 300 33 Slow 15 Slow

*Damage done by Player depends if you use the right color. If not, the damage will be 0. *Damage done by the Final Boss depend on his attack. His basic attack is 20. His super attack is 40. And this strongest attack is 60. The stronger his attack, the less he will use it.

15 3.5 Game Flow Chart

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3.6 Player Elements

Generic name Game name

Player Isaac

Health Life Energy

Battery Backpack Accu

Lightbulb Lightbulb Energy

Worldmap Worldmap

HUD: Healthbar Lightbulb will turn completely red when it needs to be reloaded with a new one. You can see it on Isaac's gun.

Battery bar will show how much energy there's left. Isaac with his gun in First- Person.

The WorldMap will been shown on the bottom-left. It's very simple. The main goal of the map is for the plater to see where they are. They can also turn it off. The green dot shows where the player is.

17 3.6.1 Player Definition

Player definitions: • Actions: What can the player do? - Walk/Run around - Aim with your gun - Shoot with your lightgun - Turn the colorwheels of the gun - Solve puzzles - Pick up health - Pick up battery - Reload gun with new lightbulb (automatically)

• Information (Status): - Health Points: 100 - Battery in your backpack: 100 - Which colorwheels you have, you can see this on the GamePad

• Default Properties: How does the player begin the game? By choosing a savefile in the menu.

• Winning: How can the player win? By defeating the final boss.

• Loosing: How does the player lose? By losing all the health points

3.6.2 Player Properties

Player Definition Affected by

Health When your battery is empty, the lightguns of the enemies will start to drain your health.

Battery When shooting your battery will empty slowly. When you get hit by enemies, your battery gets drained a little.

Lightgun By unlocking new colorwheels, your gun will gain more combinations to solve things.

Colorwheels By touching the wheels with your hand, or the stylus, you can change the colors the gun will use to shoot.

Lightbulb When shooting too much, the lightbulb in your lightgun will pop. You will reload automatically. This takes a few seconds. You can still walk around while reloa- ding.

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3.6.3 Player Rewards (Power-ups & Pick-ups)

Objects (Power-up & Pick- ups) Effect

Battery Pick-up Restores the accu of the backpack with some points. When picked up, it will automatically charge your backpack.

Battery Power-up By defeating the third mini-boss, you will unlock a power-up for your backpack. Your battery will now be more powerful.

Health Potion These potions can be picked up. They will automatically replenish your health.

Color Wheel #2 With this colorwheel you can now start mixing colors, by using your first colorwheel and this one.

Color Wheel #3 With this colorwheel you can now mix all the colors. You can also make white now, by turning all the wheels on. This is the key to the final boss.

3.6.4 User Interface (UI)

Walking: One of the control sticks can be used to walk the player object around. Depending on if you're left- or right-handed. Shooting: One of the R and ZR buttons or one of the L and ZL buttons. Depending on if you're left- or right-handed. Menu: The + or – buttons. Aiming: Moving around the GamePad. Sliding Colorwheels: You can touch the screen of the GamePad or use the stylus to do this.

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3.6.5 Heads up Display (HUD)

3.6.6 Player View

Because the game is first person, the camera basically is the player. The camera will be attached to the character controller in Unity.

The black striped part is the range of the camera view.

21 3.7 Antagonistic Elements

Generic name Game name

Enemy Shades

Shooting Camera Wall Spies

Mini-Boss 1 Vermello

Mini-Boss 2 Azul

Mini-Boss 3 Alcalino

Final Boss Optica

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3.7.1 Antagonistic Definitions

These are elements that effect the player in a negative way. The enemies and bosses can walk around and shoot at you. Only the Wall Spies can not move around. They hang on the walls and shoot at Isaac from that position. They can rotate a little.

3.7.2 Antagonistic Properties

This is a list of properties that antagonistic elements have in common. - Damage - Health - Colortargets

3.7.3 Antagonistic List

Generic name Game name

Enemy Shades

Shooting Camera Wall Spies

Mini-Boss 1 Vermello

Mini-Boss 2 Azul

Mini-Boss 3 Alcalino

Final Boss Optica

3.7.4 Artificial Intelligence (AI)

AI Enemy: - Normal State: Walking around or standing still. Depending if they are defending a treasure chest or not. - Detection State: When the player is in range. - Reaction State: Walking towards the player and shooting at the player. - End State: Stops when the player is out of range again or when it is defeated.

AI Shooting Camera: - Normal State: Hanging on the walls. Rotating from left to right and back again. - Detection State: When the player is in range. - Reaction State: Shoots at the player. - End State: Stops when the player is out of range again or when it is defeated.

23 AI Bosses: - Normal State: Moving around slowly. Counting down to attack. - Attack State: Shooting at the player. - Super Attack State: After three times of attacking normally, the boss will perform a super attack. It takes longer to charge, but it will do more damage. - Finisher Attack State: After three times of attacking normally, a randomizer will decide if the Finisher Attack will be performed instead of the Super Attack. The Finisher Attack can't be done twice in a row. There has to be at least one state of Super Attack between it. - End State: When it's health reached zero.

3.8 Global Game Elements

You walk around in first person. The world is quite big in comparison to the player. So exploring is very important. These are the elements which help the player or do nothing.

Ground and walls; To define areas and make boundaries how big certain area's are. Doors and gates; Sometimes open, sometimes locked. Helps to get the player in an other area or room. But it can also make a boundary, so the player won't be able to go everywhere yet. You have to unlock things to make progress and go further. Switches; These things hang on walls, or are placed on the floor. They are placed in areas to create puzzles, which will unlock things. Mirrors; These can be found around the world where needed. They are static and help to solve certain puzzles.

3.11 Level Design

You are able to roam around freely. However, there is a linear path each player will have to take to progress in the game eventually. You are free to follow this path when you want. You can also easily do a little part of the path, run around somewhere else and comeback later. 24

You start with the yellow collorwheel, so you are able to go to area 1. After obtaining the Red colorwheel from the first mini-boss, you can enter area 2. The second mini-boss will give the blue colorwheel. You can now enter area 3. In area 3, you get a better battery from the third mini-boss. In the third area, the player will get a hint how to enter the Boss arena in area 2. You can always return to an other area if you want. And the base is always open for use.

3.11.1 Level Copy

Intro scene: During the intro of the game, when you start a new save file, you will be introduced to Isaac and his brother Newton. They get disturbed during eating a nice meal outside their home. Optica appears and kidnaps Newton right in front of your eyes. Isaac tries to hit him with his fist, but he's too slow and misses. As Optica is running away, Newton shoots something to his brother: “Go grab my latest experiment!” As they dissapear in the distance, Isaac runs into the house. In the room of his brother he finds his working table. There's a lightgun laying on it. Isaac examinates the gun and puts it on. After this, the game will start.

Battle with Vermello: Vermello: “You will never see your brother again! In fact, say goodbye to the world you cherish and love so much!”

Isaac: “Why are you all doing this? What's wrong with this world?!”

Vermello: “Enough talking already! Say hello to the darkness!”

-The battle starts-

Battle with Azul: Isaac: “Where's my brother!”

Azul: “Who? Who are you? INTRUDER! This is MY space!”

Isaac: “Wow wait! I just want to save my brother!”

-Azul dashes at Isaac and the battle starts-

After the battle with Azul: Azul: “Where... where am I?”

Isaac: “Huh? You don't know? Could it be...”

Azul: “The last thing I remember was this huge purple fella.”

Isaac: “Sounds like the badguy who took my brother. Do you know where I can find him?”

Azul: “He's somewhere around this place. But he has another minion. You better go and defeat him first. I'm sorry for attacking you! Good luck finding your brother.”

-Azul runs off and the scene ends-

25 Battle with Alcalino Alcalino: “How are you still running around?! I should've known, those idiots were too weak to beat you. I guess I'll have to do it myself then!”

Battle with Optica Optica: “Well well, I guess you're stronger than I thought... But your luck ran out kiddo. Say goodbye to everything!”

Isaac: “Hey wait! Where's my brother! What did you do to him, and WHY?!”

Optica: “Pfft! Filty human. Do you really not understand? This world is way too bright. Because of all those artificial lights you humans make! And your brother is to blame for his monstrous inventions! YOU SHALL PAY!! ”

-The battle starts-

After the battle with Optica

When you've lost: Optica: “Haaahaahaaa! I guess you weren't strong enough. Try again, kiddo”

When you've won: Optica: “NO!! NOOOO!! How's this possible?!”

Isaac: “HAH! Take that, Optica. Now tell me where my brother is, you punk!”

An end scene shows how Isaac and Newton get reunited and hug eachother.

3.12 Audio & Sound FX

General Sounds

Menu's: Click – When clicking on a button or a choice in a menu screen. Backwards click – When going back from a screen to go a step back. A lower sounding click than the normal click. Return – A sound that goes from high to low. When returning to the main game out of the pause screen. Saving – A little juggling sound that's heard while saving your game.

In-Game: Zoowhoom – A metallic zooming sounds when opening a gate or a door. Pick-Up – A bleepbloop kind of sound. A bit high and jolly, because a pick-up is a good thing.

Isaac Sounds

Running – Sound of footsteps. Panting – Soft breathing. Only when health is very low and when player stands still. Shooting – Quite high buzzing sound. (4 versions)

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Hit – A little “ugh” sound when hit by an enemy. (3 versions) Pop – Subtile sound of a glass lightbulb breaking. (Make GamePad buzz a little) Reload – Squeaky sound of a lightbulb being twisted out. Reload 2 – Squeaky sound of a lightbulb being twisted out.

Enemy Sounds

Walking – Robotic walking sounds. Shooting – Like the shooting sound of the player. But with a lower pitch. (4 versions) Hit – Robotic screeches. (3 versions) Scream – Highpitched robotic screech when defeated. Buzzing – Sound that the wall camera's make when rotating. Explosion – Small explosion sound for the wall camera when being destroyed.

Boss Sounds

Just like the enemy sounds, but with a much lower pitch, to make them feel more powerful and sca- ry. Make the GamePad buzz when bosses are defeated.

Opening Scene Screen

Background music – Heard throughout the whole trailer. Upbeat and adventurous music. To make the players feel excited.

Main World

Background music – Music you hear at all places of the main world space. Not too distracting, but still funky and adventurous.

Base

Ambient Sound Effect

Background music – Relaxing music. To make the Recharging – Wobbing futuristic sound, heard player feel that it's a safe place. while begin recharged.

Area's

Ambient Sound Effect

Background music – Much like the Main World Bloop – When hitting a switch. music, but more ominous. As if it's more impor- Ching – When hitting a mirror with your gun. tant than the main world and that more adven- Whoowowhoop – When unlocking a closed door. ture await.

Boss battles

Background music – Very ominous and imposing music. The battles have to feel intens and exciting. Not too creepy that you don't dare to fight anymore. Victory music – A short song that will play when you defeated a boss. Very uplifting and victorious. Epic Victory music – When you defeated the final boss, a much more epic version of the victory mu-

27 sic will play. Rewarding the player for it's hard work. (The GamePad will buzz a little)

Winning Screen

Background music – Calm and peaceful music. Making the player feel as if you saved the world and that it's peaceful again.

Game Over Screen

Failure – A short song that's very sad and depressing.

3.13 Game Architecture

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3.13.1 Game Architecture Overview

Story Boards Openingscene

29 Battle with Vermello

Battle with Azul

Azul beaten

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Battle with Alcalino

Battle with Optica

Optica beaten + Rescue Newton

31 Menu Screen

3.13.2 Architecture Copy

See Level Copy and the Game Architecture for all the text.

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4 Technical Document

The information concerning the technical aspects of the game.

4.1 System Requirements

For this game you need the WiiU with its standard specs. The GamePad is also required.

4.2 Visual Content

• General File Size Restrictions: 7 MB for character models, 2 MB for textures File Format Type: FBX for 3DModels, TGA or PNG for Images/textures. File Quality Type: Medium GamePad Ratio: 16:9

• Player Elements Type of States: Idle , Walking, Shooting, Defeated Amount Animation Frames: 100

• Heads Up Display (HUD) Type Icons: Healthbar, Energybar, WorldMap

• Antagonistic Elements Type of States: Normal, Detection, Reaction, Attack, Super Attack, Finisher Attack, End Amount Animation Frames: 50

• Global Elements Background/Texture/Tiles: Every 3Dmodel has it's own texture. The ground/walls have a tileable texture. Font Type: Punkboy by Press Gang Studios

4.3 Audio Content

• General File Size Restrictions : 10 MB for music, 500 kB for sounds File Format Type: MPEG for music, WAV for sounds File Quality Type: Medium

• Player Elements Type of Sound FX : Running, Panting, Shooting (4 versions), Hit (3 versions), Pop, Reload, Reload2 Device Vibration: Pop, this is when the lightbulb breaks.

33 • Antagonistic Elements Type of Sound FX: Walking, Shooting (4 versions), Hit (3 versions), Scream, Buzzing, Explosion (Sounds for the bosses are quite the same, but with a lower pitch.) Device Vibration: When bosses are defeated.

• Global Elements Ambient Music : Overwold background music.

• Menus Type of Sound FX: Click, Backwards Click, Return, Saving.

4.4 Programming Content

• General Requirements File Size Restrictions: 10 kB File Format Type: .cs

Language/Device: C# in Unity. For WiiU

Restrictions Medium Screen Type

• Player Elements Initiate(), Draw(), Input(), Anim(), Shoot(), CheckCollision(), Gravity(), Battery(), Health(), Energy(), Bulb();

• Antagonistic Elements Initiate(), Draw(), Move(), Anim(), Shoot(), Check Collision(), Gravity();

• Global Elements DrawHUD(), DrawMap();

• Splash Screens Draw();

• Menus Type of Event: Calibrate(), Return(), HomeMenu(), ChangeHand(); Type of Options: Left-handed or Right-handed

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4.6 Concerns and Alternatives

We have to register as a U Developer at . If Nintendo doesn't accept our registration, we will have to come up with different controls for this game and publish it for an other system.

4.7 Resources

A list of applications and equipment, that is acceptable for use on development of this game. - Nintendo Licenses - Maya - Photoshop - Unity (Nintendo pays for the Unity License on WiiU for all licensed Nintendo Developers.) - Sound/Music software - Fonts License

- Desktops - Drawing Tablets

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