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Design Document: Play With Fire
5.
Audio
5.1.
Table of
Sound Effects
|
Sound Effect
|
Situation
|
Notes
|
|
Jump |
Sound made while ascending |
Sound made after pressing jump, while fireball ascends
(duration: slightly less than 1 second) |
|
Airborne |
Sound made while in the air |
A relatively quiet noise that can be heard while the
fireball is in the air, and that ceases when it lands. |
|
Landing from Jump |
Fireball lands on block or ground |
When the fireball touches down from a jump (irrespective
of material landed upon) |
|
Burning Block |
Leaf Block |
SFX when blocks of this type burn |
|
Burning Block |
Wood Block |
SFX when blocks of this type burn |
|
Burning Block |
Coal Block |
SFX when blocks of this type burn |
|
Burning Block |
Plastic Block |
SFX when blocks of this type burn |
|
Burning Block |
Metal Block |
SFX when blocks of this type burn |
|
Melting Block |
Plastic Block |
SFX when blocks of this type melt |
|
Melting Block |
Metal Block |
SFX when blocks of this type melt |
|
Melting Block |
Stone Block |
SFX when blocks of this type melt |
|
Heat Level Changed |
Yellow Hot |
Probably unused, unless Water blocks added |
|
Heat Level Changed |
Orange Hot |
Plays when the player ‘levels up’ to Orange |
|
Heat Level Changed |
Red Hot |
Plays when the player ‘levels up’ to Red |
|
Heat Level Changed |
Blue Hot |
Plays when the player ‘levels up’ to Blue |
|
Heat Level Changed |
White Hot |
Plays when the player ‘levels up’ to White |
|
Slam |
Yellow Hot |
Sound effect for when a Yellow Hot Fireball slams – a
burst of flame |
|
Slam |
Orange Hot |
Sound effect for when a Yellow Hot Fireball slams – a
conflagration |
|
Slam |
Red Hot |
Sound effect for when a Yellow Hot Fireball slams – a
loud fireburst |
|
Slam |
Blue Hot |
Sound effect for when a Yellow Hot Fireball slams – a
huge explosion |
|
Slam |
White Hot |
Sound effect for when a Yellow Hot Fireball slams – a
“nuclear explosion” |
|
Begin Fanfare |
Start of Level |
Short fanfare, rising scale or audio effect |
|
Restart Noise |
Restart level |
A swishing noise; just to underline the level has been
reset |
|
Ash Clear |
Ash Target Hit |
Short rising scale or audio effect |
|
End Fanfare |
Reach Exit |
Very short victory fanfare or rising scale |
|
Complete Fanfare |
End of Field List |
Short reward fanfare (no medal) |
|
Bronze Fanfare |
Earn Bronze Medal |
Short reward fanfare (variant of above) |
|
Silver Fanfare |
Earn Silver Medal |
Short reward fanfare (variant of above) |
|
Gold Fanfare |
Earn Gold Medal |
Short reward fanfare (variant of above) |
6. Templates
6.1.
Overview
This section provides
advice to field designers for Fireball.
Note that field designers are encouraged to go beyond the templates described
here. The templates define how one should start thinking about the fields, but
the actual fields can be built any way the field designer chooses.
6.2.
Stages
In order to ensure the player has time to
learn how the game works without recourse to an explicit tutorial, there is a
strict order to the stages of the game. The following table provides a summary:
|
Code
|
Stage #
|
Blocks that will Burn
|
Blocks that will Melt
|
Blocks that are Inert
|
|
L |
0 |
Leaf |
- |
Stone |
|
W |
1 |
Wood |
- |
Stone |
|
LW |
2 |
Leaf,
Wood |
- |
Stone |
|
C |
3 |
Leaf,
Wood, Coal |
- |
Stone |
|
P |
4 |
Leaf,
Wood |
Plastic |
Stone |
|
CP |
5 |
Leaf,
Wood, Coal |
Plastic |
Stone |
|
F |
6 |
Leaf,
Wood, Coal |
Plastic |
Fire |
|
M |
7 |
Leaf, Wood |
Metal |
Fire |
|
PM |
8 |
Leaf,
Wood, Coal |
Plastic,
Metal |
Fire |
|
S |
9 |
Leaf,
Wood, Coal |
Plastic,
Metal, Stone |
Fire |
6.3.
Fuses
An important concept in
Fireball field design is that of fuses. A fuse is a set of objects which
are designed to be automatically ignited by the player, thus causing remote
effects. Fuses can be used to:
·
Create easy
Chains
·
Set fire to
distant points in the landscape
·
Give the
player a time limit – i.e. a fuse may set fire to a bridge, which the player
must then cross before it burns out.
A fuse which begins
with Leaf blocks will always be lit by the player. (The field may begin with
the player on such a fuse). Other types of fuses may require the player to
become hotter before they can be lit.
6.4.
Fields
6.4.1 Field Types
The following are the
broad different types of field:
·
Burn It Down: fields in which the goal is high above the player,
supported by a framework of objects which can be burned down. The player’s
goal, therefore, is to burn down the framework in order to reach the goal.
This style of field is likely to be Easy, with a few of Mid difficulty.
·
Sprint: fields in which the goal is at the end of an “assault
course”. The player naturally gets hotter as progressing, and so damages the
terrain that will get them to the goal.
This style of field is likely to be Hard, except when there are no fuses, when
it might become Easy.
·
Hunt: fields in which the goal is hidden by some means, and the
player must find it.
This style of field is likely to be Easy, as the player will eventually
succeed.
·
Maze: fields in which the goal can be seen, but a maze of some
kind blocks progress.
This style of field is likely to be Easy, unless fuses are used to create time
limitations in which case it could become Hard.
6.4.2 Field Filenames
The following filename
format is used for fields:
XXXXXXXXXX.XX.XXXX.fsf
The first ten
characters are an informal description of the level.
The next two characters
represent the Stage (see below).
The next four characters
represent the difficulty, either:
·
Easy
·
Mid
·
Hard
·
Hell
So an example field
filename might be:
Smallhouse.LW.easy.fsf
This allows anyone
building field lists to know that the
field designer intends this particular field to be easy to complete.
6.5.
Field List
Template
Each field list can
follow the following broad pattern in
terms of the difficulty of levels included. As ever, however, field
designers are encouraged to extemporise!
In the early game:
·
Field 1 = Easy
and very simplistic
·
Field 2 =
Easy
·
Field 3 = Mid
with a trick that makes it Easy
·
Field 4 = Easy
·
Field 5 = Mid
·
Field 6 =
Easy and rewarding
This pattern is
designed to contain a range of different difficulties, arranged so that the
feel of the field list is that of a ‘journey’.
In the later game:
·
Field 1 =
Mid
·
Field 2 =
Easy
·
Field 3 =
Hard with a trick that makes it Easy
·
Field 4 =
Mid
·
Field 5 =
Hard
·
Field 6 =
Easy and rewarding
Try not to make the
last field of a field list be Hard, unless it has a trick that makes it Easy.
Fields in the Challenge
path may be harder than this pattern suggests, while fields in the Fun path
should all be Easy.
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