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Design Document: Play With Fire
4.
Structure
4.1.
Overview
The game is divided into field lists or
Quests which consist (in
general) of six fields. (The term Quest is used in
game documentation, but in the design document the term Field List is used).
The player must play through all six fields to complete a field list. However,
they can exit their current set of six fields by pressing start and choosing
exit from a pause menu.
The game is made of
three paths – Fun, Puzzle and Challenge, which are accessed from a central Hub screen. Each path
consists of 10 field lists, for a total of 60 fields each or 180 overall. There
may, however, be up to 40% reuse of material between the different paths,
meaning the game will actually consist of between 108 and 180 fields.
Medals are earned for
hitting certain combo targets in field lists. These unlock the field lists from
the Challenge path.
Additionally, every block the player burns
earns 1 point of Ash. A running Ash total is used to unlock additional
materials in the Fun path.
4.2.
Ash
Ash is earned for each
block burned. It is used to progress along the Fun path. The target Ash values
for the Fun path will rise exponentially.
4.3.
Rewards
4.3.1 Medals
Every field list has a target Chain total
associated with it. This relates to medals as follows:
·
If the sum of all Chains scored
for all six fields is equal to or exceeds the target Chain for the field list,
a Gold Medal is awarded. Whenever the avatar is close enough to the Quest
block in the Hub for that field list, a gold medal
icon is shown. When a Gold Medal is awarded, a Silver medal is
automatically awarded as well.
·
If the total Chain scored is
between 50 and 99% of the Gold Medal score, a Silver Medal is awarded. This is also shown as an icon when the avatar is close to the relevant Quest block
in the Hub.
Whenever the player completes a field list,
they are shown the amount of Ash earned.
Plus:
·
If they scored a Silver Medal,
this icon is shown, and the Ash total is multiplied by 2 (x2 is shown).
·
If they scored a Gold Medal,
this icon is shown, and the Ash total is multiplied by 3 (x3 is shown). When a
Gold Medal is awarded, a Silver medal is automatically awarded as well.
Medals are used to
advance along the Challenge path.
4.3.2 Summary
The following
summarises the ‘prizes’ that can be won:
|
Medal |
Combo
Target Percentage? |
All
Fields Ash Clear? |
|
Silver |
50-99% |
No |
|
Gold |
100% |
No |
4.4.
Front End
4.4.1 Overview
The game front end
operates using the main game engine. The player moves around between objects
(which are kept well-spaced), and when near an object, text appears indicating
what will happen if they burn that object.
This saves developing a
separate front end.
4.4.2 Quest Blocks (Hyperobjects)
The Hub field consists
of a number of blocks, which
are regular game objects – but that cause fields or Quests to be run when they are burned by the player. In effect,
each block is a menu option that the player selects by moving to it and burning
it.
The blocks displayed in the Hub will be
either Leaf, Wood or Stone.
4.4.3 Unlocked Quests
Any Quest that has been unlocked is
displayed as a single Leaf Block.
This
is exactly as is currently implemented
4.4.4 Completed Quests
Any Quest that has been completed is
displayed as a single Wood Block.
This means:
-
Players won’t trigger these by
mistake, as they must Slam to burn a Wood block
-
Players can immediately see
which Quests they have completed
4.4.5 Next Quests
The next Quest to be unlocked in each Path
is displayed as a single Stone Block. Clearly, this cannot be burned, and so
the Quest cannot be played.
Above the block is the description of how
the Quest is unlocked – see Section 4.8 for details.
4.4.6 Ash Total
While on the Hub field,
a large, graphically pleasing display of the players total Ash should be shown
at the bottom of the screen.
4.4.7 The Hub
The main game
functionality is accessed from a game field which is the hub map. It consists
of a set of blocks that fit into
three paths:
·
Fun Path: consisting of easy and entertaining fields. The Fun path
advances from the acquisition of Ash.
·
Puzzle Path: consisting of challenging but cerebral fields, which don’t
require fast reactions or arcade control skills to master. The Puzzle path
advances from the completion of Quests.
·
Challenge Path: this consists of challenging fields which may require good
reactions and arcade control skills to master. The hardest fields are in this
path. This path will advance through Medals.
All three paths are
arranged to radiate from a central point. The Options area is in the fourth
position, as follows:
The player begins facing the first object in the Fun
Path.
4.5.
Auto-saving
The game automatically saves after
completing a field list. Any completed field lists
are recorded, as are any medals awarded, plus the player’s Ash total and the
highest combos scored for each field list.
No manual save is provided.
If the player exits a field list, the game
still saves – any Ash earned is still ‘banked’.
4.6.
High Level
States
4.6.1 Key
The following is the
key to the state diagrams used in this document:

4.6.2 Start Up Sequence


The states in this
diagram are as follows:
·
Start: game begins
·
Settings file exists? Check for settings file; action varies
according to whether this is present.
·
Language Select Screen: if there is no settings file, a language select
screen appears displaying the flags of all the countries whose languages are
supported in a vertical column.
·
Select Language: The player selects their language by selecting a flag and
pressing X or Start.
·
Autosave Settings: saves the language setting to a (new) settings file.
·
Settings Load: alternatively, if a settings file exists it is loaded.
·
Publisher Logo: In the best case, it would be nice if this could be “painted”
onto a wall of blocks that could then be burned by the player. However, a
single static image flash up can be used instead. In either case, pressing Start (joypad) or Esc (keyboard) should
advance the screen to the next screen.
·
Developer Logo: International Hobo Ltd will use the Fantasy Labs logo as
their developer logo for this game. As above, in the best case, it would be
nice if this could be “painted” onto a wall of blocks that could then be burned
by the player. However, a single static image flash up can be used instead.
·
Title Screen: After the publisher logos, the player should be dropped
into the Title Screen field (Title.L.easy.spiral.fsf). They can either move
into the exit, or press Start (joypad) or Esc (keyboard) to move to the Hub.
·
Autoload: after the Title Screen, the save file is automatically
loaded, restoring any game progress, medals and Ash total.
4.6.3
Main High Level States
 
The states in this
diagram are as follows:
·
Start up: see the Start Up Sequence flow diagram.
·
Hub: the game hub. If the player goes near a Field List Object,
becomes slightly different state (see below).
·
Hub – Near Field List Object: in this state, the game should display any Medal
and/or Ribbon for that Field List. If the object has not yet been unlocked, the
condition for unlocking it is displayed (see Path Progression, below).
o
Burn Option
Object
o
Change
Option/Replace Option Object
·
Burn Field List Object: this is the trigger for starting a field list.
·
Begin: play visual and audio effect to show start of field list
(this is the same as the visual and audio effect at the beginning of any field
– the Begin Fanfare).
·
Begin Field List & Begin Field: these are defined as states for reference only.
·
Field: the game.
·
Pause: pause screen; accessed when player presses Start or Esc.
·
Continue: return to the game.
·
Quit: return to the Hub.
·
Repeat Field Button: player presses Select or Tab.
·
Exit: player enters the Exit object.
·
Field Clear: the field clear screen, showing the word ‘Clear!’ and the
Ash/Ash Target values, as well as the highest combo value.
·
Last Field? Conditional; if it is the last field, go to Autosave, else
Next field.
·
Next Field: play the sounds and visual effects for starting a new
field, then start the next field.
·
Autosave: save progress. The ‘Secret Ash’ referred to here is the actual total amount of Ash the player
has earned. This is different from the Total Ash value which the player sees as
the Total Ash is only updated when returning to the Hub (just after the
autosave).
·
Field List Clear: play the appropriate effect for any Medal earned, and
update the Total Ash so that it matches the Secret Ash (i.e. show Ash ticking
up until it is equal to Secret Ash. Secret Ash is the real amount that the
player has burned, Total Ash is just what the player sees at any given time.
4.7.
Overlays
4.7.1 Introduction
This section describes
the HUD-style overlays used in the game. The components of these overlays are
as follows:
·
Message Bar: this is a ‘box’ in the top left hand corner which displays
information in text. It should not have
a line around it; the text should be shown on its own.
All overlays
·
Ash Total: the total Ash the player has accumulated so far. It is
suffixed by the word Ash to clearly
denote it’s meaning.
Hub
overlay
·
Ash Score / Ash Target: the amount of Ash earned in the current field
and the maximum amount of Ash that can be earned.
Pause overlay
·
Combo: the current combo.
Game overlay
·
Highest Combo: the highest combo scored so far
Pause overlay
·
Audio Player: this displays the current track. The player can push left
and right to change the track.
Pause overlay
·
Quit/Continue: this displays the instructions to the player to either
quit the current field list (and return to the Hub) or continue with the
current field.
Pause overlay
4.7.2 Hub Overlay
The following is the Hub overlay:
Example:
4.7.3 Game Overlay
The following is the Game overlay:
Example:
4.7.4 Pause Overlay
The following is the
Pause overlay:
Example:
4.7.5 Message Box
The message box
displays up to 32 characters.
The following table
shows the behaviours of the Message Box:
|
Overlay/State |
Status |
IF (Condition)… |
Message |
|
Hub |
In Fun Area |
|
Fun Path |
|
|
In Puzzle Area |
|
Puzzle Path |
|
|
In Challenge Area |
|
Challenge Path |
|
|
In Options Area |
|
Options |
|
|
Default |
|
Find something to
burn… |
|
|
By Specific Option |
|
[Option Message] |
|
|
By Field List Object |
Object Unlocked |
Burn to attempt this
Quest |
|
|
|
Object Not Unlocked |
[Condition Message] |
|
Game |
First 3 seconds of
play |
Field Titles Enabled |
Field Name |
|
|
|
Field Titles Disabled |
null |
|
|
Default |
Select Reminder Enabled |
Press Select to
Restart |
|
|
|
Select Reminder Disabled |
null |
4.7.6 Audio Player
On the Pause screen
will be displayed the controls for the audio player:
·
The current
track name is shown between two enclosing triangles e.g.
◄ Red Birds ►
·
Left and
right on the Pause menu will change the track.
·
The tracks
that are available will include an option “Off” (which disables music until the
player uses the Pause screen to re-enable it).
·
By default,
the music plays in sequence, however, a “Random” option can be included in the
track list to enable them to play in a random sequence.
4.8.
Path Progression
4.8.1 Fun Path
This will remain based upon Ash.
A new Ash value sequence is included later
in this document.
4.8.2 Challenge Path
This will still be based upon Medals, but
instead of the incoherent Silver and Gold threads currently used, we will
switch to a single Medal count:
·
Silver Medals count as 1 medal
·
Gold Medals count as 1 medal,
but if the Silver was not previously earned it is counted too (so that if you
have the Gold Medal for a Quest, you have 2 medals – 1 Silver and 1 Gold)
A new sequence is included later in this
document.
4.8.3 Puzzle Path
To progress in the
Puzzle path the player simply has to beat the Puzzle Quests in sequence.
4.8.4 Credits
The credits should now play when all 10 of the main stages (1 to 10) in a
Path are completed for any Path – e.g. if Fun 01 through to Fun 10 is
completed, whenever the last of these is completed, the credits should play.
4.8.5 Conditions
The following table
describes the progression of the three Paths:
|
Stage
|
Fun Path
|
Puzzle Path
|
Challenge Path
|
|
01 |
Always Available |
Always Available |
Always Available |
|
02 |
500 Ash |
Clear Puzzle 1 |
1 Medal |
|
03 |
1,000 Ash |
Clear Puzzle 2 |
2 Medals |
|
04 |
5,000 Ash |
Clear Puzzle 3 |
4 Medals |
|
05 |
10,000 Ash |
Clear Puzzle 4 |
6 Medals |
|
06 |
15,000 Ash |
Clear Puzzle 5 |
10 Medals |
|
07 |
20,000 Ash |
Clear Puzzle 6 |
16 Medals |
|
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