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This Document Is Dynamic and Will Be Changed Constantly
This Document Is Dynamic and Will Be Changed Constantly
THIS DOCUMENT IS
DYNAMIC AND WILL BE
CHANGED CONSTANTLY
ITS UP TO YOU TO STAY UP TO DATE
ON ANY GAMEPLAY CHANGES
REVIEW THE CHANGELOG FOR THE MOST RECENT
CHANGES
Section I - Overview
1.1 Game Concept
1.3 Genre: Party Game
1.4 Target Audience and Rating
1.5 Game Flow Summary
1.6 Controller Setup
1.80 Prototyping Game Flow
Basic Shroud Prototype
1.81 UI
Overview
Title Screen
Player Selection Menu
Mini-Game Tutorial
Section II - MiniGame Documentation
2.1 Busting Bridges
2.2 Together We Bounce (Not Finished)
2.3 Engorge Mode
2.4 Steamroller
2.5 Ice Melter
2.6 Paint Roller
2.7 Spot Square (Cutting)
2.8 Plank-Ton
2.9 Stack em
2.10 Conveyor Terror (Not Finished)
2.11 Square Planes
2.13 Flyby (Not Finished)
2.25 Tidal Wave
Section I - Overview
1.1 Game Concept
Squareballs is currently being visioned as a console party game with heavy emphasis on multiplayer mini
games. The game is currently envisioned to be played local multiplayer with up to maximum of 4 players.
Players will choose a Shroud gamemode, this is an encapsulating game which will drive the players
forward and act as the inbetweens of mini-games (Similar to the game board in Mario Party) While in this
state, mini-games will be continuously played until the winning condition of the shroud gamemode is met.
Though our mappings are now guaranteed to be consistent, their use of them in game will vary, In attempt
to be consistent, please use the following guide, any questions or need any suggestions, dont be afraid to
ask.
X Axis : Primarily horizontal movement or rotations in the Z-Axis (left and right)
Y Axis : Primarily vertical movement or rotations in the X-Axis (forward and back)
X Button: Secondary Action
A Button: Primary Action: Jumping / Primary Tapping / ETC
B Button: Tertiary Action/Cancel/Soft Exit, Used primarily for navigating out of menus or canceling commands
Y Button: Low Priority Action, Unless your game needs 4 inputs, avoid using this
SL Button: Quit/Hard Exit, You will likely never use this, Mostly used to cancel practice or terminate
games completely
These by all means are not set, and we can add functionality to the rest of the controller, These are just the big ones
for now.
(FYI: KeyboardInput works for Both Web+Desktop mode HOWEVER Joystick on webmode does not and
desktop joystick inputs will need to be setup in the launcher)
Players need to be able to move around the cube on any space, even spaces occupied by other
characters. (Possibly just move them above the other cube. +z)
Players must have access to a menu by pressing a button (ONLY AT THE BEGINNING OF THEIR
TURN.)
Upon any given movement players need to be able to press a button and change the space they
occupy to their color. (If GAME CPU allows it. *See Below)
GAME CPU must automatically connect or Lock 2x2s, 2x3s, 2x4s, 3x3s, 3x4s, and 4x4s in a
locking fashion that does not allow players to claim them unless they are destructed into smaller pieces.
GAME CPU must allow points for the above joined squares according to the following chart. (Must be
able to modify)
Singles
2x1
2x2
2x3
10
2x4
15
3x3
20
3x4
25
4x4
30
A Mock mini game generator would be great. (This applies values to players wallet showing who came
in what place in the game.
Awarded amounts to a players wallet for victories are as follows
o
1st : 7
o
2nd
:6
o
3rd
:4
o
4th
:3
4: Menu
Needs a bomb
o
Bomb requires a cursor [ + ] (2x1), that extends ONLY to adjacent squares around the player.
5. (Prep Menu)
* First player needs to be able to activate or disable portions of the cube for play.
* First player needs to set up how many rounds will be played.
Game Flow
This summary covers all playability for game testing and prototyping.
In the beginning there needs to be a way to access values and modify parts of the game. This can be done
in the sidebar with public values (for ease). After this Players will proceed into game play in a turn based
mode. Players must be able to either immediately enter the store or if they begin movement the store option
is disabled.
A players turn consists of movement that needs to depreciate in a visible form on screen. During a players
movement they need to be able to turn blank spots into their own color, or pay extra to change another
player single space into their own color for an extra charge. Players also must be able to place items they
have purchased. Players however cannot do any of the following on their turn:
Players cannot move another player (unless scripting is changed for a certain menu item.)
Players cannot share a space unless a player will continue moving. (uses a move)
Players cannot change a square that has been Locked
Continuing on, players must be able to end their turn whenever they desire.
This will repeat for all players. After all 4 players have had their turn the game displays a random generator
that simulates the places of victory earned in a mini game. Players are awarded for the positions displayed
in the random mini game generator. After this, players continue in the same order that was established
previously, regardless of mini game outcome.
This continues until the amount of rounds selected in the pre-game mode (Or side bar) are finished. Upon
termination players are brought to an overhead view of the board and their total score is displayed in order
from highest point count to lowest.
1.81 UI
Overview
The menu is set on a cube. Rotating the cube switches to another face. Each face contains a section of the
menu. It shouldnt need sub-menus but if they are needed sub-menus will fade out unrelated text on that
face of the cube and display all things related to the main menu.
To navigate the menu the left analogue will move through the different elements of the section. If the player
pushes all the way to the top or other side of the menu it will rotate that direction. A corresponding action
button will shortcut to that menu. For example, Y would move the menu up and X would move the menu left,
B right, A down. Players might not be able to move the menu in all directions to keep from getting confused
to location. In order to select an option players will push the Start button.
Players start on the Title screen. After pushing Up/Y/Start it progresses to the Player Selection menu.
Pushing Up/Y takes the player to the Game Mode Selection menu. From here the player can push all four
directions. Left/X is the Options menu. Right/B is the Achievements/Unlockables/Avatar Creation menu.
Up/Y is the Bonus/Purchased Content menu.
Title Screen
Only the Y button will be displayed to teach the player This is how you navigate through menu. but Up also
works. However because people are used to pushing Start at the title screen this will also go to the next
screen but only on the Menu screen. All other screens will use Start for selecting and item.
Character Customization I n order to implement this feature into the game given the time and scope of
this project it will need to be added as an if we have time feature. Either that or greatly simplify it.
Proposed solution:
There will be 6 base character models with preset 3D facial features: 3 female and 3 male ranging from
gender neutral to very masculine/feminine. Players can change eye and body color but not facial features
beyond the 6 options. However changing body color would require some minor reworking of mini-games that
rely on color for conveyance. Due to the nature of 3D rigging and animating, allowing players to change
facial features may require too much work for little pay off.
What players can change, in addition to color, are accessories such as hats and glasses. These models will
be separate and will not require additional rigging as they will not deform. They will just be attached to the
player. Accessories should not cover the player excessively so that player color is easily visible. The reason
for this is that characters cannot be duplicate colors but can have duplicate accessories.
Players will be able to change their accessories and color at the character selection screen if they choose.
However players can save their avatar to their profile so that their avatar will automatically load up upon
logging in to their profile. Any future changes will automatically be saved.
All accessories will be available from the beginning unless we have a large number of accessories. Then
most accessories will be available with a few to unlock for all players through playing. Maybe as rewards for
achievements or something.
Alternate solution:
If characters have 2D faces instead of 3D (eyebrows would still be 3D), it would allow for more flexibility.
Only one character model would need to be rigged and animated. Eye and mouth textures could then be
swapped out and moved around the face without additional rigging. Each mouth/eye shape would then have
a set of images they would change to depending on the facial expression.
If we went the 2D route, it would be mostly like above, except due to the increased options for customization
there would need to be a separate menu screen for players to change their face. Accessories could still be
swapped out at the character selection screen.
Mini-Game Tutorial
Instead of a separate screen for tutorials, mini-games can now be played within the instructions menu. The
Game Play Area will display the game as it would appear but if players die then the game restarts infinitely
until all players are READY! and points are not calculated. Players may push any of the action buttons or
analogue to play the game. Pushing start will put the player in READY! status. The real game begins once
all players are READY! This means that no mini-game may use the start button except for menu purposes.
The action buttons will be displayed in a separate space from the text to help readability or both in text and
below.
Doing the tutorials this way solves several problems. One is that players like myself feel too pressured to
start the game to properly read the instructions or in the case of the play testing players would skip text not
caring if others had read the rules so adding the press start to get ready wont allow that. Another problem is
that sometimes based on a text description its hard to visualize the game. When Im learning a game I
prefer to tinker around instead of
At the beginning of each players tu reading text. Having the game window in the same place as the text
will allow both types of players to learn the game simultaneously as well as allow impatient players do
something while they wait.
Bazooka
Cost: 3cb
Purpose: The purpose of the Bazooka is to alter the position of other players without their consent. The
controls should be fairly easy and must not be incredibly difficult. This can be accomplished through a
trajectory line overlaid into environment. Varying power levels will be applied to the bazooka as the player
powers up the bazooka.
Mechanic: Hold a button to achieve a desired power level [1 7] , aim for another player, and then
depending on the power level move the player in the designated direction. [1 7 spaces]
Jetpack
Cost: 4cb
Purpose: The purpose of the jet pack has a negative and a positive side affecting players movement. The
main purpose is to disrupt the movement of a single player. The negative side is that the jet pack can be
purchased and placed on any player. The positive side is that this can allow a player to cover a lot more of
the map and can be very helpful in movement.
Mechanic: Multiplies a players movement in any given direction by 3.
Air Strike
Cost: 6cb
Purpose: The air strike was designed for players to have an even larger impact on the current color
placement on the board. The cost was designed to be low so as not to discourage its use, but enough that a
player needs to sacrifice the majority of turns winnings to use it.
Mechanic: Can be placed anywhere on the map. Destroys a straight 4x1 group. (locked or not)
Overview: At the end of every round in the Cube-It Shroud, the Event Handler will activate deciding if there
is an event that will occur next round. If an event is selected a splash screen will announce it and its
conditions to the players before the mini game starts. The events often influence the importance of the
following mini game, or they open the cube up to a free roam mode temporarily for the event before
proceeding to the mini game as usual.
Mechanic: As of right now Events happen 10% (Not tested) of the time. The event handler can only activate
2 events per full game. The event handler will also never activate during the last 3 (Not Tested) rounds of
the shroud, so as not to cause players to win based on event outcomes.
Rubiks Mode
Overview: The cube is split into 4 columns that begin to spin like a slot machine. Each player is in control of
one section. The player will then press a button to stop their section from rotating.
Mechanic: The cube will spin at a rate the players can still see the colored cubes and has an ability to stop
the cube where they want.
Lava Tiles
Overview: In this event meteors fly into the map disabling spaces. This spot become hot and players cannot
stand on them or purchase them. Consequently players who owned said space lose ownership.
Mechanic: 12 Meteors fly to random spots on the map, disabling them for 2 rounds. After the 2 rounds are
over, the spot then becomes blank free for purchase from any player.
Cublin
Overview: A Cube Goblin appears on screen. Cubes on the face of the map get pulled out and are shown
streaming to the Cublins Bag. After this is shown players then chase the Cublin to get all of the cubes he
stole.
Mechanic: The Cublin takes 2 random cubes of the map, (Locked or Not) into his bag. Players are then
taken to a 4player split screen on the map, and at the end of a timer are given free roam. The Cublin has a
limited AI that tries to escape from the players. He is given one move (Still undecided) To make it more
difficult to cath him. Perhaps jumping? When the goblin is caught the player receives 8 CB and they turn to
the winners color. When all is done the map engine updates to players location leaving them all where they
stopped chasing the Cublin. Again this cannot occur on the last 2 rounds, nor the first 2 rounds.
2v2 : 38.3%
3v1 : 33.3%
FFA : 28.3%
(If 2v2 conditions are met the Lead tag will always be teamed with the Last tag.
4 - If 2v2 Conditions are not met the GSH automatically revert to FFA values listed below :
FFA : 43.3%
3v1 : 28.3%
2v2 : 28.3%
Cut Out
Flyby
Melon Smash
Tidal Wave
Total: 6
The game lasts for 30 seconds. During this time the dodging players must run around and/or jump across
broken bridge gaps to avoid where the cannonball is going to hit. Players cannot move through each other
so that they can be a problem for each other as they might collide when trying to jump across a gap in
opposite direction.
FFA
Players share playing space, the Bouncers must collect stars to earn points, whereas the Trampoliners earn
points by bouncing the bouncers. Bouncers and Trampolines can conflict with each other. (Trampoliners
can jump in this version, so that one cannot restrict the other easily. Whoever has the most points at the
end of the game wins. This gameplay is much more conflictive and aggressive in the meta compared to the
cooperative nature of 2v2.
2v2
Players are split screen and only share playing space with their partner. Bouncers must still collect stars
and rely on their partner for continued bounces. When points are collected by the bouncers however, those
points are shared by both players. The team that has the most points by the end of the time limit wins. This
gameplay isn't nearly as aggressive, however this mode is more cooperative in the meta as opposed to FFA.
2.4 Steamroller
1V3 possibility
A 1v3 twist on the game could be one player controls the direction of the belt and rollers. The rest of the
game is mostly the same except only three players are dodging the rollers. The single player wins by
smashing all the squareballs and the other three players can win by surviving a 30 second timer.
2.8 Plank-Ton
2.9 Stack em
Overview:
This game has been redesigned to increase players actions within the game and decrease monotony of
controls.
MAJOR CHANGES:
Tapping A no longer propels the balloon forward. Instead players have a combination of controls to
effectively maneuver the balloon. These controls, however, must be used in sync to prevent disaster. The
following controls have been revised.
The left Joystick : Each player controls the throttle to their own engine. Up increases fuel supply, and down
will decrease fuel supply and therefore power.
A : This if held down for 2 seconds will boost that players engine for 1 second (Cool Down for 5 secs). If
done out of sync the balloon will quickly turn until the other players boost kicks in, or will continue to turn
until the boot runs out.
Boosts last for 2 seconds of a higher speed, not available through normal throttle inputs.
The level needs to be radically designed for longer straight areas and for sharper turns. Landscape could
possibly be changed to a canyon to more believability to obstacles.
2.17 Smash-A-Box
2.19 Roulette
2.20 Foosball
2.21 Carve-A-Ball