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Gamasutra
February 20, 2007

Design Document: Play With Fire

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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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