Butler! Hotel Winsto Game Trouble (workname)
Design Document v1.12
Teemu Huhtiniemi
19.4.2010
Producer comments added to page 18.4.2010
Especially noteworthy things (clarifications, details of importance and ideas) from the designer are marked in red.
Producer comments added to page 18.4.2010
1. Theme
As the butler in a haunted hotel your job is to keep the ghosty visitors happy!
2. Backstory
The background story is presented right at the beginning of the game before the player enters the main menu. The story is presented in storybook -like slides - very much like in the very beginning of the intro sequence for Super Mario Galaxy (http://www.youtube.com/watch?v=a2BQeRLbC8g). A full illustrated script of the intro sequence is to be added...
Deep in the backwoods lies a small town of Wyrmavia. Despite their undeniably peculiar customs the folk of Wyrmavia are kind and peace loving people.
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However all hope is not yet lost! The local hotel owner - a peculiar man named Bruno McMaggot comes up with an idea.
McMaggot: "Listen Winston, I've been thinking of this whole ghost problem..."
Winston the butler: "Yes sir?"
McMaggot: "I just might have a solution!"
McMaggot: "You do know that the hotel business hasn't exacly been flourishing these days and we are knee deep in debt, right?
Winston the butler: "Yes... I'm afraid we are, sir."
McMaggot: "And because of those ghoulish creatures outside no one dares to enter this town anymore. Which means we might not have any new customers in a long while, right?"
Winston the butler: "I'm afraid so, sir."
McMaggot: "Well I just realized something! I say we offer those ghosty creatures a bed and breakfast! Think about it! They must have been wandering around the land of the dead for a good while now. They must be dead tired, right? Ha ha!"
Somewhat surprisingly McMaggot's plan is a success and the halls of the hotel are quickly populated with all kinds of undead folk. Dreaming of the fame and wealth his undeniably brilliant plan is going to bring along to him, McMaggott grins happily.
McMaggot: "I knew even the undead couldn't resist a free buffet!"
What McMaggot didn't know is that the undead can be quite grumpy and demanding customers. Winston the butler needs to work a lot more than a few extra shifts to keep the new ghosty inhabitants happy.
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Elements on pre-action infoscreen:
Level name and number
for example "Level 1 : "The adventure begins!"
Objective
Info text explaining the objective of the level (same as illustrated in "core cycle". Usually unchanged)
Keys
Info text explaining the ingame movement and action keys. The controls may also be
explained via pictures.
Best time
The highest time the level has been beaten
Pressing any key leaves the overlay infoscreen and the game is set in motion.
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The player now starts his journey to deliver the luggage to the appropriate door. There are usually more than one route to the marked doorway and the player is given the freedom to choose which route to take. Some routes are slightly faster than others so there's a bit of strategy involved.
On his way he'll most likely run into obstacles such as hostile NPCs or environmental hazards. The way these obstacles affect the character is explained in further detail later in in this document.>>Producer comments: is there really multiple routes? how does single path journey affect the game play experience? (This is major thing to think trough)
Delivering the item
When player reaches the door marked by particle glow the item is automatically dropped down on the floor in front of the door. The arrow above the door and the item in the item slot disappear. A small animation plays to signal the delivery of the item (the door opens revealing a ghosty lookin guy in the doorway, the door closes and the item is gone).
Hooray, the item is now delivered!
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When all deliveries are made in time the action stops and a infoscreen containing the level stats appears. Windston does a cheesy victory dance in the game screen as particle confetti rains down from the top of the screen.
>>Producer comments: Does winston dance in infoscreen or? in the game screen? more specific design
Level-end overlay infoscreen
Level-end overlay infoscreen
This This infoscreen is displayed when the player succesfully completes a level.
Elements on the infoscreen:
Large text
"Level clear!"
Level time
The time the player had left in the timer when the level ended.
Best time
If the broke the best time record there will be a text congratulating the player.
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If the timer is allowed to reach zero the "game over"-overlay appears. The overlay is basicly just a large "game over" text. A player is given the choise of either retrying the level or exiting to the main menu.
Colored Bags and doors
There are three different colored bags in total: Red, green and blue.
The bags appear one at a time. The spawn location for the bags is on the center of the reception desk in the lobby.
The bags appear in random order. A new bag appears only after the previous bag has been succesfully delivered to a door.
Noteworthy things about bags:
-The next item will not appear until the item the player currently posesses has been delivered. This way it is always a surprise which color the next item is going to be.
-Once an item has been picked up there is no way to drop it. The only way to get rid of an item is to deliver it to the appropriate door.
-There can be only one item in the item slot at a given time.
Note
(It is possible to have more different colored bags in the future but for now three bags is enough. The challenge is gradually created not by increasing bags but by increasing NPCs, obstacles and more challenging rooms overall. This way the player never spends too much time on one level to become too frustrated. The action should be kept fresh all the time.)
5. Rewarding the player
In order to uphold fun and enjoyably game experience the game rewards the player periodically for accomplishing certain tasks.
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There is no concept of health in the game so Winston can never die. The only way to fail the game is to allow the timer reach zero.
Noteworthy:
The wandering ghost is an exceptional NPC. Instead of knocking Winston unconscious it kicks him around the level or can even throw him all the way to the rose bush (beginning location of the level). The behavior of this particular NPC is explained in detail later in this document.
7. Controls
Winston is controlled entirely by keyboard.
Left: Moves Winston left
Right: Moves Winston Right
Up: Jump
Space: Action key - Talk to friendly NPCs etc. Note: at this stage there's no use for an action key but it may be implemented later on)
8. Mechanics
Game world physics
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Levels in the game consist of different shaped rooms (for now only two basic shapes are used for the rooms for now)
Rooms
Room type 1
Standard sized room. Can contain 4 doors but only one obstacle and one NPC at max. See "level wireframe".
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The Lobby
The lobby is always positioned at the bottom-left corner of the screen. The lobby is the location where the player returns time after time to pick up his next item. Thus the lobby has a central part in gameplay its significance must be underlined visually so that it always "pops out".
Level wireframeis underlined visually.
Level wireframe
Wireframe model of the first level. Solid foundations are white. Doorways that Winston can walk through are marked in blue.
Game world measurements
In the game world everything is proportioned by the dimensions of the player character.
Level design for Level 1
Level 1 design. Shows the location of the colored doors, windows, floor gaps and obstacle positions
Doors and windows are positioned by the horizontal measurements ruler (seen here on the bottom floor)
Each block on the horizontal ruler is roughly the width of the player character.
10. Means of transportation
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Most levels have multiple paths to choose from. This feature is there to give the player some freedom to choose the fastest route inside the level. Different routes also keep the game pace consistent by eliminating dull moments in gameplay. The elevator should never be the only tool of transportation to the upper levels. (The very first level of the game may be an exception to this rule)
12. HUD
The in-game HUD is elements are positioned at the bottom of top and bottom of the screen. The positioning of separate elements is illustrated in the screen below.
Timer ( CORE )
Position: Top of screen, center
Displays the time left to complete the level
Item slot ( CORE )
Position: Top of screen, right
Displays the item the player is currently carrying
Amount of objects left ( CORE )
Position: Bottom of screen, left
Displays the amount of objects the player has left to deliver in the current level
Best time
Displays the best time the level has been beaten.
Position: Bottom of screen, right
Level indicator
Displays the number of the level (for exaple "Level 23")
Best time
Displays the best time the level has been beaten.
The positioning of the mentioned elements is further explained in the picture below. (to be added)
13. Timer In Depth
On every level there's a timer at the bottom of the screen. The timer starts its countdown when the player picks up the first item in the lobby.
Actions that have an effect on the timer:
Picking up "the hourglass" -power-up: 30 secs additional time
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14. Central Characters
Winston
The main character of the game. Winston has been McMaggot's trusted butler for many decades. Winston uses his sharp wits quick feet to get out of trouble's way.
Bruno McMaggot
The slightly peculiar but good hearted owner of the hotel. McMaggot can typically seen only in cutscenes and tutorial screens.
Baldric the Gravedigger
Badric is the one who started the whole dreaded mess. However, opposed to other townsfolk Baldric is not really bothered by the ghosts. This has allowed him to examine their behaviour of the ghost creatures more closely. He might seem dim-witted but he might have some important tips to share!
(Baldric may be encountered later in the game. He's basicly a helpful NPC that provides the player with useful gameplay tips and trivia)
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The font for the HUD is Chelsea by Dieter Steffmann (http://moorstation.org/typoasis/designers/steffmann/index.htm)
>>Producer comments: wireframe misses level indicator. Because we use only three bag delivery core mechanics I think we could show bag graphics in Deliveries left: (red bag graph, green bag graph and blue bag graph). Bags to deliver or luggages to deliver would also be more fitting naming. It has more engouraging sound on it. In addition should the possible power up been shown in hud?
13. Timer In Depth
On every level there's a timer at the bottom of the screen. The timer starts its countdown when the player picks up the first item in the lobby.
Actions that have an effect on the timer:
Picking up "the hourglass" -power-up: 30 secs additional time
>>Producer comments: Check the previous comments on timer design issues.
14. Central Characters
Winston
The main character of the game. Winston has been McMaggot's trusted butler for many decades. Winston uses his sharp wits quick feet to get out of trouble's way.
Bruno McMaggot
The slightly peculiar but good hearted owner of the hotel. McMaggot can typically seen only in cutscenes and tutorial screens.
Baldric the Gravedigger
Badric is the one who started the whole dreaded mess. However, opposed to other townsfolk Baldric is not really bothered by the ghosts. This has allowed him to examine their behaviour of the ghost creatures more closely. He might seem dim-witted but he might have some important tips to share!
(Baldric may be encountered later in the game. He's basicly a helpful NPC that provides the player with useful gameplay tips and trivia)
>>Producer comments: How about source for powerups: baldric animation gives powerups and says Pssst.. I have something for you? as he is a little goofy he might gives something bad also.*
15. NPCs
The Rolling Skull
The rolling skull is one of the most prominent enemy NPCs in the game found on almost every level. The rolling skull drops down from the top of the screen (from a random location) and continues falling until it randomly chooses one of the floors. After making contact with the floor the skull will continues its movement by rolling forward. Basicly the bahaviour of the rolling skull is similar to the "barrels" in the original Donkey Kong videogame.
When the rolling skull comes in contact with a wall or obstacle it instantly changes its direction. If the skull rolls out of the level (exits through lobby) it will later spawn again from the top of the screen.
The amount of skulls per level is predefined. Also the intervals for skull spawns may be predefined by the level designer. Location of spawning and the choice of floor is completely random behavior
The rolling skull may be avoided by jumping over it. Any contact with the rolling skull leads to the player getting stunned.
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Possessed Cabinet
Possessed cabinets are the simplest form of enemies found in the game. A possessed cabinet jumps up and down in regular intervals. The speed, regularity and height of their jumps may change from cabinet to cabinet. In the later levels the cabinets act more unexpectedly and may change their speed, jump regularity and jump height at any given time.
The Wanderer
The wanderers are grumpy ghosts that insist on pestering Winston whenever they can. A wanderer can fly anywhere in the level - even through walls and floors. The Wanderers have no advanced AI. They simply move from one screen side to the other, much akin to the "ball" in the classic Pong -game.
Wanderers may randomly appear out of nowhere at any given time. They fly around the screen for 20-30 seconds before fading away. In the later tougher levels the wanderers may be there from the very beginning of the level and never disappear.
Ghost dog
The ghost dog runs back and forth the hotel corridors. When encountering a wall or other obstacle the ghost dog changes its direction of movement.
Jumping Ghost Dog
Similar to the regular ghost dog but can jump forward at random times.
Noteworthy:
Even though the ghost dogs can move freely along the corridors they cannot enter elevators or jump off balconies.Crawling Zombie
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there from the very beginning of the level and never disappear.
Ghost dog
The ghost dog runs back and forth the hotel corridors. When encountering a wall or other obstacle the ghost dog changes its direction of movement.
Jumping Ghost Dog
Similar to the regular ghost dog but can jump forward at random times.
Noteworthy:
Even though the ghost dogs can move freely along the corridors they cannot enter elevators or jump off balconies.Crawling Zombie
A zombie with only torso and hands that crawls the back and forth. Similar to the regular ghost dog in terms of movement except for the fact that he moves a bit slower and leaves a trail of green ooze behind him. The green ooze alters the player physics the same way as icy surfaces.
>>Producer comments: Need update! Critical
16. Environmental Obstacles
Environmental obstacles are simple shaped objects that the player may have to jump over or find a way around in order to reach the goal.
Obstacles consist of blocks the size of the player character. Obstacles are static elements in the game world - their fixed positions are decided in level design. Obstacles are mainly used to create interesting routes throughout levels but sometimes they are just there to slow down Winston's journey or make the level structure more interesting.
Object-types explained:
1. The most basic form of an obstacle. Ideas for art: Small lunch cart, rusty tricycle, bench, small table...
2. L-shaped obstacle. Player may climb over this obstacle only from one side. Ideas for art: Collapsed stairs, pile of books, bookcase with a small stool next to it...
3. T-shaped obstacle. Ideas for art: Bookcase with two stools
16. Environmental Obstacles
Environmental obstacles are simple shaped objects that the player may have to jump over in order to proceed. Obstacles may be square, T-shaped or L-shaped. The L-shaped obstacle is the most troublesome for the player as Winston cannot jump higher than his own height. This makes it impossible to cross the obstacle from the other side.
Square shaped obstacles: Lunch cart, rusty tricycle, small table...
T-shaped obstacles: Bookcase with bences on both sides, flower pedestals of varying size...
L-shaped obstacles: Bookcase with a bench only on one side
height
4. High obstacle. Due to its height the player cannot get over this obstacle. The obstacle can be used to seal off certain areas and force the player to find another route past it. Ideas for art: Long statue, partially collapsed wall, column with a houseplant on top
Sketches
>>Producer comments: Lets decide the objects in next meeting 18.4.2010,
Environmental Hazards
Falling skulls
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Positive power-ups
Hourglass
Adds 30 seconds more The hourglass is a positive power-up that adds 15 seconds of additional time to the level timer. This power-up is activated instantly when touched by the player. Time increase is communicated to the player by displaying spawning a floating clock symbol with the text "TIME +3015" written on after it. This symbol is spawned slightly above the point where player picked up the power-up. The On pickup the time is instantly added to the timer. A blue particle glow (lasting for 2 sec) appears behind the timer to underline the change.
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