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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Terry the Termite Created By: Jon Chung

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Table of Contents Focus .................................................................................................................................................................................................... 4 Setup of Document................................................................................................................................................................................. 5 Control Definitions ................................................................................................................................................................................. 6 Term Definitions..................................................................................................................................................................................... 6 Controls................................................................................................................................................................................................. 7 Feeding ................................................................................................................................................................................................. 8 Example of an in Game Object ............................................................................................................................................................ 8 Termite Classes .................................................................................................................................................................................... 10 Soldier Termites .............................................................................................................................................................................. 10 Worker Termites ............................................................................................................................................................................. 10 Queen Termites .............................................................................................................................................................................. 10 Contextual Command and Control System .............................................................................................................................................. 11 Follow Command ............................................................................................................................................................................ 11 Quick Select.................................................................................................................................................................................... 11 Attack Command............................................................................................................................................................................. 11 Feed Command............................................................................................................................................................................... 11 Move Queen Command ................................................................................................................................................................... 11 Queen Move Speed..................................................................................................................................................................... 11 Spawn Command ............................................................................................................................................................................ 11 Spawn Costs............................................................................................................................................................................... 12 Guard Command............................................................................................................................................................................. 12 Combat ............................................................................................................................................................................................... 13 Player Damage ................................................................................................................................................................................ 13 Soldier Termite Damage................................................................................................................................................................... 13 Level Generation System....................................................................................................................................................................... 14 Environment Generation.................................................................................................................................................................. 14 NPC Generation .............................................................................................................................................................................. 14 Human Residents........................................................................................................................................................................ 14 Pests ......................................................................................................................................................................................... 14 Pets........................................................................................................................................................................................... 15 Rival Termite Colonies ................................................................................................................................................................. 15 Event System .................................................................................................................................................................................. 15 Introduction............................................................................................................................................................................... 15 Wood Quota .............................................................................................................................................................................. 16 Special Objectives ....................................................................................................................................................................... 16 Random Events........................................................................................................................................................................... 16 Ending / Cut Scene ...................................................................................................................................................................... 17 Sample Game Level ......................................................................................................................................................................... 17 Fungal Research System........................................................................................................................................................................ 19

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Upgrades ........................................................................................................................................................................................ 19 Main Menu.......................................................................................................................................................................................... 20 Layout ............................................................................................................................................................................................ 20 Functionality................................................................................................................................................................................... 20 Gameplay Screen.................................................................................................................................................................................. 22 Layout ............................................................................................................................................................................................ 22 Functionality................................................................................................................................................................................... 23 Fungal Research Screen......................................................................................................................................................................... 25 Layout ............................................................................................................................................................................................ 25 Functionality................................................................................................................................................................................... 26 Queen Spawning Screen........................................................................................................................................................................ 27 Layout ............................................................................................................................................................................................ 27 Functionality................................................................................................................................................................................... 27 Victory Screen...................................................................................................................................................................................... 29 Layout ............................................................................................................................................................................................ 29 Functionality................................................................................................................................................................................... 29 Pause Screen........................................................................................................................................................................................ 30 Layout ............................................................................................................................................................................................ 30 Functionality................................................................................................................................................................................... 30 Room Layouts for Level Generation System............................................................................................................................................. 32 Kitchen Layouts ............................................................................................................................................................................... 32 Living Room Layout.......................................................................................................................................................................... 32 Bedroom Layouts ............................................................................................................................................................................ 33 Bathroom Layouts ........................................................................................................................................................................... 33 Special Room Layouts ...................................................................................................................................................................... 34 Achievements ...................................................................................................................................................................................... 35 Concept Art / Mock Ups ........................................................................................................................................................................ 36 Gameplay Screen Mock Up............................................................................................................................................................... 36 Fungal Research Screen Mock Up...................................................................................................................................................... 36 Pause Screen Mock Up..................................................................................................................................................................... 37 Victory Screen Mock Up................................................................................................................................................................... 37 Queen Spawning Screen Mock Up..................................................................................................................................................... 38 Termite Concept Art ........................................................................................................................................................................ 38 Random Termite Fact List...................................................................................................................................................................... 39 Game Credits ....................................................................................................................................................................................... 39

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Focus Terry the Termite is a 1st person action-adventure game with real-time strategy elements developed for the Xbox 360 platform. Players have direct control over the leader termite and will give orders to the various soldier, worker and queen termites in their colony. Players will need to find ways to feed on various wooden objects and walls in the house while remaining hidden to the residents and pets of the household they are living in. Gameplay will take place in procedurally generated suburban house environments with randomized families, pests, rival termite colonies and pets living in them.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Setup of Document This document is set up into multiple sections to cover as much detail as possible for the game. The first few pages of the document cover the definitions of common terms and conventions, which are used throughout all the interfaces. All terms and definitions are capitalized throughout this document as a consistent reference to the term’s definitions. Each Screen section consists of two components: the summary and the detailed functionality. In the summary, I provide a description of what each element of the screen does. In the Functionality section, I provide the detailed functionality of what each of the previously described elements do.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Control Definitions Tap – A quick press of the button. Double Tap – 2 quick presses of a button. Hold Down – Holding down a button for more than 2 seconds.

Term Definitions HP – Health Points (HP) determining if an object is destroyed or still able to function in a Map. If a player’s HP drops below 0, the player will restart the Attack – Performing an Attack allows players to do Damage to an opponent’s HP based on stats. Damage – The numerical value that is subtracted from the HP of a target. Upgrade – an improvement for a player or his termite colony that can be purchased with Fungi. Fungi – A resource in the game used to purchase upgrades. This resource is stored in a player’s Fungal Farm. Fungal Farm – A building that will be a player’s start point in Wood – A resource in the game that players need to acquire before they can complete levels in the game, it is also used to Spawn additional termites. Wood Quota – The amount of wood required for a player to complete a level, this number is based on the number of termites in a player’s colony. Spawn – Ordering a queen to spawn allows players to use wood to create additional termites in his/her colony. Upgrades – Improvements to a player’s HP, Damage, Speed Resident – A human living in the game environment, they will be generally hostile to Termites and Pests when they discover their presence. Pet – An animal living in the game environment, they will be generally hostile to Termites and Pests when they discover their presence. Pest - An insect living in the game environment, they will be generally hostile to Termites and other Pests when they discover their presence.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Controls The game will be designed to be played primarily with the Xbox 360 game pad. The force feedback feature will be used when a player takes damage from either an enemy attack or a fall.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Feeding A unique feeding mechanic will be the key feature of the game. Players will able to tunnel through most wooden objects in the game, however doing so in a fashion that is detrimental to the structural integrity of the object they are feeding on will result in the object looking visibly damaged or being outright destroyed. A physics system which can accurately portray the effects of structural damage caused by termite feeding will be of great importance to the game's success. Players can either tunnel through structures themselves or order other termites in the colony to do it for them. When a player get close to a wooden object and presses the feed button, they will go into feed mode. When in feed mode, the game switches to a 2d top down or side view of the object (whether it is top down or side view will depend on the object). A player can use then use the left analog stick to move through the object. There will be certain areas in each object that will compromise the structural integrity of the object if they are damaged. If a player damages 3 of these areas in a single object, the object will collapse and draw attention to the termites' presence. If a player damages an object, it is possible that its failure would also cause any objects that rely on it for stability to be destroyed as well. Pressing the feed mode while in feed mode will return the player back to the normal game view.

Example of an in Game Object

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 In the example, the wooden table has 5 parts to it: the table top and 4 legs. When a player interacts with the table top, it will take them into a 2d top down view of the table top. When a player interacts with a table leg, it will take them into a side view of the table leg. The red squares denote places that will damage the structural integrity of the object if fed on, the gray line shows where the termite has fed so far. If a table leg is damaged critically, it will also cause the table top to be destroyed. Objects in the game world will be replaced over time if destroyed; this will ensure that players will never run out of wooden objects to feed on. If a player successfully devours every object in the house environment, the mission will be considered a success regardless of whether both the wood quota and special objective are met.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Termite Classes Termites come in both friendly and hostile varieties. Termite colonies are to parody red neck culture. Players can use their queen to spawn new termites as they advance through the game.

Soldier Termites Soldier termites are combat oriented. They excel at fighting with rival termites, household pets and other pests. They will also make excellent guards for players’ fungal farms and vulnerable queens. Soldier termites will have mannerisms and clothing that are reminiscent of redneck hunters. They will wear neon orange hats and vests. They will initially be unarmed however through upgrading; you can eventually get them shotguns for ranged attacks.

Worker Termites Worker termites are resource gatherers. Their primary purpose is to help players gather wood and fungi in the game. Worker termites also have a secondary function of helping moveyour queen termites around. Worker termites will be fat and kind of slow, they will be dressed with straw hats and flannel shirts with wife beaters underneath. Eventually through upgrades, workers can get a hard hat upgrade which will make them harder to kill when they compromise the structural integrity of structures they are feeding on.

Queen Termites Queen termites allow players to spawn new termites. The player will start off each level with one termite; however you can steal queen termites from rival termite colonies after you have defeated them. The queen will be extremely obese and wear improperly sized tanktops, they will also be unable to move on her own, players will need to use worker termites that are currently following him to hoist the queen up and move her around. Upgrades to the queen will allow her more mobility, these upgrades will come in the form of things like the ATV, and this will lower the number of workers termites required to move the queen.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Contextual Command and Control System A contextual unit management system will also be a key feature of the game. Players should be able to use one universal order command button to issue orders to termites. They can either press it quickly or hold the button down; these 2 actions will result in different orders being given. The order given will also be based on what the player is targeting when the command is given.

Follow Command

Holding down the universal order command for 2 seconds or more while targeting a termite will make the selected termite follow you around, this will also cause a termite to abandon a task he has been assigned to.

Quick Select

Pressing down on the D-pad will cause all termites to abandon what they are doing and follow you. Pressing up on the D-pad will cause all worker termites to abandon what they are doing and follow you. Pressing left on the D-pad will cause all soldier termites to abandon what they are doing and follow you. Pressing right on the D-pad will cause 2 worker termites to abandon what they are doing, find the queen, then pick her up and follow you

Attack Command

Pressing the universal order command while targeting a hostile target will cause any soldier termites following you to start attacking it. The amount of damage that your soldiers will do when attacking is covered in the Soldier Termite Damage Section.

Feed Command Pressing the universal order command while targeting a wooden object will cause all worker termites that are following you to start feeding on the targeted object.

Move Queen Command Pressing the universal order command while targeting a queen will cause worker termites that are following you to pick up the queen and resume following you. Holding down the universal order command for 2 seconds or more while targeting the queen that is being carried will make the worker termites that are carrying the queen drop her at your current location. The number of worker termites carrying the queen will determine her move speed.

Queen Move Speed Number of Workers Move Speed

2

3

4

5

6

7

0.25

0.5

0.75

1

1.25

1.5

Spawn Command Holding down the universal order command for 2 seconds or more while targeting a queen that is not being moved will bring up a menu where players can choose what kind of termite they want to spawn next. Players will be able to spawn worker and soldier termites by paying a certain amount of wood. New termites will get exponentially more expensive to produce as the number of termites in your colony increases.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Spawn Costs Number of 1 to Termites 5 Wood required

6

7

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

100 200 300 400 500 600 700 800 900 1000 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000

Guard Command Targeting a fungal farm and pressing the universal order command will bring up a menu that will allow you to choose what kind of research you want to pursue next and gives you the option of assigning soldier termites that are currently following you to guard the fungal farm.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Combat The game will have a basic combat system. Players can initially press the attack button up to 3 times in a row to do a basic 3 hit combo. Combos cannot be interrupted until they are finished and do additional damage with each hit. Fungal Research will allow players to upgrade the maximum number of hits per combo to a limit of 8 hits. Any upgrades to a player's combat ability also similarly upgrade the soldier termites in his community.

Player Damage Hit

1

2

3

4

5

6

7

8

Damage

10

15

20

25

30

35

40

45

Soldier Termite Damage Hit

1

2

3

4

5

6

7

8

Damage

5

10

15

20

25

30

35

40

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Level Generation System Environment Generation

Environments in the game will be procedurally generated. There will be premade layouts for individual rooms that will be arranged together randomly. This feature will help to greatly increase the replayability of our game. There will be 3 living room layouts, 3 different kitchen layouts, 5 different bedroom layouts, 5 different bathroom layouts and 5 special room layouts (this includes stuff like entertainment centers, study rooms, etc). Each room will have a certain amount of doorways; these doorways will be used to connect to other room layouts. The number of rooms in a house is random and will be between 3 and 7. The different room layouts can be found at the Room Layouts for Level Generation System Section.

NPC Generation

The residents, pets and pests in each residence will also be randomly generated. There will be 5 different classes of human residents, 2 different pet classes and 2 different pest classes. Each residence will have between 3 to 5 residents, 0 to 2 pets and 0 to 3 pest colonies and 0 – 3 rival termite colonies. These numbers will be determined before the added NPCS from special objectives are added in.

Human Residents

Each of the 5 classes will have different reactions when they notice termites in their homes. They will also have different sleep patterns; termites can operate freely while residents are asleep as long their actions do not result in too much noise. Each resident will also bring certain unique objects to the houses they live in.

Jock: The jock will be your stereotypical male athlete. He will have a fairly regular sleep schedule and

will bring a variety of sport equipment to his residence such as tennis rackets and baseball bats. These will also be the things that the Jock will attack termites with if he notices their presence.

Stock Broker: The stock broker will be a well-dressed professional who has to be up all night due to his

profession. He will have a constant stock of energy drinks to keep him awake. He will bring computer equipment with him to his residence. He will react to infestation by find a can of bug spray and using it on the termites. If this fails, he will call for exterminators and get the house fumigated. Brat: The brat is a spoiled and ill-tempered child. He will have a fairly regular sleep schedule. He will react to infestation by sadistically trying to burn termites with a microscope. If foiled, he will then contact an adult he is living with about the infestation. Soccer Mom: The soccer mom is a middle-class suburban woman who spends a significant amount of her time transporting her school-age children to their sporting events. She will bring baking products and baked goods to her residence. She will react to infestation by find a can of bug spray and using it on the termites. If this fails, she will call for exterminators and get the house fumigated. Hippy: The hippy will bring along a guitar and hippie decorations such as grateful dead posters and lava lamps to his residence. He will react to infestation with fascination and will not harm termites unless they start to cause mass destruction. If this happens, the hippy will start attacking termites with his guitar.

Pests

Pests are other insects that exist in the game world. They will be hostile towards the player and his colony of termites. They will only attack however if players accidentally dig into their lairs come too close to them or attack them in the game world.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Spiders: the spider will be a brown recluse. The spider will be poisonous; its bite will result in termites being dealt damage over time. They also put up webs to catch termites and ants. Walking into a web will summon a spider to attack the player. Its primary attack will be a bite, it can also shoot webs to slow down termites as a ranged attack. The spider should look menacing and scary. Ants: Ants will be extremely militaristic. They should look like rough and gruff Vietnam era soldiers with cigars, some camo clothing and helmets. They will also be extremely paranoid and attack any termites that they see in their immediate vicinity.

Pets

Pets belong to residents and will be randomly placed in houses.

Pet Dog: The pet dog will be a pampered poodle. The dog will only attack the player and his termites if

they start feeding on his dog bowl or dog house. Dogs can also draw their owner's attention to infestation by barking. It is easily distracted however and if players can use objects such as a dog bone or doggie treats to keep the cat occupied as they feed.

Pet Cat: The pet cat will be a grumpy looking Persian cat. The cat will attack the player and his termites

if it sees them. It is easily distracted however and if players can use objects such as balls of yarn to keep the cat occupied as they feed.

Rival Termite Colonies Rival termite colonies are other termite colonies that are also vying for wood in the game environment. These termites will be hostile towards you. The different classes of termites are covered in the Termite Classes Section.

Event System

Every level in the game will be structured in a dynamic and random way that allows for a great deal of replayability. There will be an introduction cut scene, followed by 3 random events and then an ending cut scene once the player has completed the level. These events also serve as checkpoints, if a player dies during the course of the game, they will start from the last event they have completed. They will always respawn at their fungal farm when this happens. Every Level in the game will be structured in the following way:

Introduction

Each level will start with an introduction where players will be given a brief bio of each of the residents living in the house and a quick fly through of the house environment where the individual rooms and objects unique to its residents will be identified. Players will then be briefed about how much wood they will need to feed on and a random special objective that will also need to be met before they can advance to the next level.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Wood Quota The wood quota will be determined by the size of the player's termite colony. As the colony gets larger, the amount of wood required to sustain the colony will go up exponentially. The termite limit for the game will be capped at 25. The starting colony size will be 5 (the player, 1 queen, 1 soldier and 2 workers). The wood quota will increase in the course of gameplay if the player spawns additional termites. Number of Termites

5

6

7

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

Wood 100 250 300 500 600 950 1350 1800 2300 3100 4000 5000 6200 7500 9000 11000 13500 17000 20000 25000 required

Special Objectives 1. “Research an' development” - Players will need to research 2 new technologies before they can advance to the next level. There will be extra fungi spawned in the level. This special objective will not be chosen if your termite colony already has all upgrades available. 2. “T'other fat lady” - Players will need to steal another termite colony's queen before they can advance to the next level. If this special objective is chosen, there will be 3 rival termite colonies that spawn in the level. This special objective will not be chosen if your termite colony already has the maximum number of termites. 3. “One rin' t'rule them all” - Players will to need defeat 3 spiders and steal their horded loot before they can advance to the next level. This horded loot will be a ring that will grant a player and his termites’ temporary invisibility allowing them to feed in the open without being detected. If this special objective is chosen, there will be 3 spiders spawned in the level. 4. “Enemah territo'y” - Players will to need defeat 3 ant colonies and steal their horded loot before they can advance to the next level. This horded loot will be weapons that temporarily increase the offensive capability of your soldier termites. If this special objective is chosen, there will be 3 ant colonies spawned in the level. 5. “No man lef' behind” - Players will need to finish the level without losing any of the termites under his control. This objective does not penalize the player for failing. However if it is completed successfully, the player's overall score at the end of the level will be doubled.

Random Events Every level will have 3 events chosen from the following list of events. The first event will trigger when a player has met 30% of the wood quota, the 2nd will trigger when a player has met 60% of the wood quota and the 3rd will trigger when the player has met 90% of the wood quota. These events are meant to be a pacing device; they should provide a dynamic game play experience for players by constantly forcing to reevaluate their immediate priorities. An event can only be chosen once each per level and will not repeat. 1. Spider attack - A group of spiders spawn near your queen and another group of spiders spawns near your fungal farms. A cut scene showing the spiders approaching your queen and fungal farms will be shown, a player will need to defeat the spiders before continuing. 2. Extermination Day – An exterminator has been called in; a player has to avoid the exterminators as they fumigate the house room by room. This event will last for 5 minutes, after which the exterminator will leave the house.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 3. Play Day – A group of children have shown up at the residence for a play day. These children will use magnifying glasses to burn any insects they see (this includes your termites, rival termite colonies and other insects). This event will last for 5 minutes, after which the children will leave the house. 4. Ant invasion – A group of militant ants have invaded the residence (imagine North Korean inspired militant ants). You will need to defeat their great leader ant(imagine Kim Jong Il as an ant) before the ants will leave. Defeating the great leader ant will end the event. 5. A new pet – A new pet will be added to the residence. This pet will be either a cat or a dog, both will be hostile towards the player and his termite colony. The event has no actual end, however like all other pets this pet can be temporarily stunned. The pet will also bring along a pet house and feeding bowl, both of which can be fed on by termites. 6. New termites arrive - A group of militant termites have invaded the residence. You will need to defeat their great leader ant (imagine Kim Jong Il as an ant) before the ants will leave. The event has no actual end, however stealing or defeating their queen will cause the rest of the colony to leave.

Ending / Cut Scene

Once a player has met both the wood quota and the special objective, the level will end. The player will be treated to a cut scene where the termites destroy the house and cause it to collapse. Players will then be taken to the Victory Screen.

Sample Game Level

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 In this sample level, a house environment has been generated with 4 different rooms. There will be 3 residents in this level as shown by the large bed and small child's beds located in the bed room. Notable objects in this level include the ping pong table which is made of a special kind of wood that is especially nutritious to termites, a grand piano which is a source of a lot of wood and can be easily fed on without causing any external damage and a potted plant that houses a good amount of fungi that players can harvest. The random objective that has been chosen for this level is: “T'other fat lady” - Players will need to steal another termite colony's queen before they can advance to the next level. If this special objective is chosen, there will be 3 rival termite colonies that spawn in the level. This special objective will not be chosen if your termite colony already has the maximum number of termites. The human residents in this level are the stock broker, soccer mom and brat: Stock Broker: The stock broker will be a well-dressed professional who has to be up all night due to his profession. He will have a constant stock of energy drinks to keep him awake. He will bring computer equipment with him to his residence. He will react to infestation by find a can of bug spray and using it on the termites. If this fails, he will call for exterminators and get the house fumigated. Brat: The brat is a spoiled and ill-tempered child. He will have a fairly regular sleep schedule. He will react to infestation by sadistically trying to burn termites with a microscope. If foiled, he will then contact an adult he is living with about the infestation. Soccer Mom: The soccer mom is a middle-class suburban woman who spends a significant amount of her time transporting her school-age children to their sporting events. She will bring baking products and baked goods to her residence. She will react to infestation by find a can of bug spray and using it on the termites. If this fails, she will call for exterminators and get the house fumigated. The events in the level will be: 1. Spider attack - A group of spiders spawn near your queen and another group of spiders spawns near your fungal farms. A cut scene showing the spiders approaching your queen and fungal farms will be shown, a player will need to defeat the spiders before continuing. 2. Extermination Day – An exterminator has been called in; a player has to avoid the exterminators as they fumigate the house room by room. This event will last for 5 minutes, after which the exterminator will leave the house. 3. Play Day – A group of children have shown up at the residence for a play day. These children will use magnifying glasses to burn any insects they see (this includes your termites, rival termite colonies and other insects). This event will last for 5 minutes, after which the children will leave the house.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Fungal Research System Players will have fungi a farm in their termite colony. The harvested fungi can be used to purchase upgrades for Terry and his fellow termites. This upgrade system will allow players a great deal of control over how their colony will develop throughout the game. A player's fungal farm will move along with their colony when they migrate to new houses. A player’s fungal farm will be built at the starting location in each level.

Upgrades Technology

Cost

Effect

Requirement

Combat Ability 1

1000 fungi

+1 to max combo

Combat Ability 2

2000 fungi

+1 to max combo

Combat Ability 1

Combat Ability 3

3000 fungi

+1 to max combo

Combat Ability 2

Combat Ability 4

4000 fungi

+1 to max combo

Combat Ability 3

Combat Ability 5

5000 fungi

+1 to max combo

Combat Ability 4

Move Speed 1

2000 fungi

+ .5 to move speed

Move Speed 2

3000 fungi

+ .5 to move speed

Move Speed 1

Move speed 3

4000 fungi

+ .5 to move speed

Move Speed 2

Feeding 1

2000 fungi

+1 to feeding speed

Feeding 2

3000 fungi

+1 to feeding speed

Feeding 1

Feeding 3

4000 fungi

+1 to feeding speed

Feeding 2

Feeding 4

5000 fungi

+1 to feeding speed

Feeding 3

Parachute

10000 fungi

Slows down fall speed

Hazmat Suits

10000 fungi

Makes your termites immune to fumigation

Shotguns

10000 fungi

Gives soldier termites a 10 damage ranged attack

ATV

15000 wood

Allows queen to move on her own

Fungus Convertor

15000 wood

Allows workers to convert extra fungi into wood (1000 Fungi = 1 Wood)

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Main Menu The main menu is the screen that players will first see when they start the game, this screen will only have 2 options: start game and quit game.

Layout The Main Menu consists of 3 components, functionality of which is explained in the following section. •

Start Game Button – Brings player to the Gameplay Screen

Exit Game Button – Exits the game, this will return players to the Xbox Deashboard.

Splash Screen – The splash screen shows an animated introduction to the game.

Functionality •

Selecting an option – The player selects an option by Pressing the A button on the Xbox controller. On release of the Button the action associated with that Button is performed: o

Start Game Button – Brings the player to the Gameplay Screen.

o

Exit Game Button – Exits the game and brings the player back to the Xbox Dashboard.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 •

Scrolling through the options – The player scrolls though the options by pressing the left and right directions on the left analog stick on the Xbox Controller. If the player currently has the Start Game Button selected, pressing left or right will select the Exit Game Button. If the player currently has the Exit game button selected, pressing left or right will select the Start Game Button. . By default the start option will be selected when players enter the Main Menu screen. The selected option will have a green aura around it.

Random Termite Facts – The splash screen image will have a random termite fact taken from the Random Termite Fact List displayed on it when it loads.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011

Gameplay Screen The Gameplay Screen is where the Gameplay portion occurs. The game interface will include the following elements: a heath bar, a fungi counter, a termite count, an aiming reticle and a minimap. The interface will only include these elements that are essential to gameplay and should allow the player to have a clear unobstructed view of the area in front of him/her. A mock up of this screen can be found at the Gameplay Screen Mock Up Section.

Layout The Main Menu consists of 5 components, functionality of which is explained in the following section. •

Health Bar – Shows how much HP a player currently has. This should be represented both visually with the bar as with a number that overlays the bar when a player takes damage or presses the start button.

Wood And Fungi Counters – Shows how much Wood and Fungi a player currently has.

Minimap – Shows where the player is in the current environment, it also shows any friendly Termites, hostile Termites, Residents, Pests, Pets and wooden objects in the player’s immeditate vicinity.

Aiming Reticle – Allows the player to clearly see what he/she is targeting at any time.

Termite Count – Shows how many Termites a player currently has in his/her colony.

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Functionality •

Contextual Reticle – The Aiming Reticle will change depending on what kind of object it is currently overlapping, the possible Icons are as follows: o

Fist Icon: This will appear when a player targets something that the player or the soldier termites following the player can attack.

o

Mushroom Icon: This will appear when a player targets a fungus that the player or the worker termites following the player can harvest.

o

Wooden Log icon: This will appear when a player targets a wooden object that the player or the worker termites following the player can feed on.

o

Queen Icon: This will appear when a player targets a queen termite under his/her control. Pressing the use button when targeting the queen will bring up the Queen Spawning Interface.

o

Fungal Farm Icon: This will appear when a player targets a fungal farm under his/her control. Pressing the use button when targeting a fungal farm will bring up the Fungal Research Interface.

Health Bar - The health bar shows how much health a player currently has. The default amount of health that players have when starting a new level will be 100. A player's health will regenerate automatically if they are damaged, this can only happen though if a player is not inactive and not moving. When a player regenerates, the health bar will glow red and the depleted health bar will slowly go up to reflect this change in health. The health bar will glow orange when a player is taking damage from either enemy attacks or environmental hazards. If a player’s health is 0 or less, the player will die and respawn at his/her fungal farm.

Taking Damage – When a player receives damage, the entire screen with flash red to alert the player that he/she has taken damage. If damage is received from a hostile NPC, the screen will also display a red arrow that will alert the player to what direction he/she was attacked from.

Wood And Fungi Counters – These counters show how much wood and fungi a player currently has. These counters will go up and down when players spend those resources. The wood counter will show both how much wood the player has and how much wood the player needs to complete the level. These counters will glow green when their count goes up and will glow orange when their count goes down.

Moving – The player moves around the game environment by using the left analog stick. Pressing up and down will move the player front and back. Pressing left and right will cause the player to strafe left and right. Termites have a default move speed of 2 units per step and a default strafe speed of .75 units.

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 •

Looking Around – The player looks around the environment by using the right analog stick. Pressing left and right will pan the camera left and right. Pressing up and down will pan the camera up and down. The default speed for looking around is .5 units.

Attacking – The player attacks by pressing the b button on the Xbox controller. Combat and attack systems are covered in the combat section.

Jumping – The player jumps by pressing the Y button on the Xbox controller. The player has a default jump height of 1.5 units, but can double jump at the peak of the jump to get an additional .75 units off the ground. Platforming sections of the game will be completely optional and will reward players with large amounts of fungi and wood upon completion.

Minimap – The minimap shows where the player is in the current environment, it also shows any friendly Termites, hostile Termites, Residents, Pests, Pets and wooden objects in the player’s immediate vicinity. The minimap has a range of 200 units. The minimap has an upgradable range which players can purchase with their fungi.

Termite Count – the termite count shows how many termites a player currently has. A player can have a maximum of 25 termites in his/her colony.

Pausing – The player pauses the game by pressing the start button on the Xbox Controller; this brings the player to the Pause Screen.

Feeding – Pressing the A button on the Xbox controller while targeting an object players can feed on will bring up the feeding interface. This mechanic is covered in detail in the Feeding Section.

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Fungal Research Screen The Fungal Research Screen comes up when a player presses the use button when targeting a fungal farm. This screen can only come up when the fungal farm is not under attack. This screen allows you to choose what kind of research you want to purchase next and will show how much each fungal technology costs. When players go into this screen, the game is paused. A mock up of this screen can be found at the Fungal Research Screen Mock Up Section.

Layout The Main Menu consists of 3 components, functionality of which is explained in the following section. •

Upgrades Window – This is a list of upgrades that the player has not purchased. has the following 3 components: o

Upgrade Name: This shows the name of the upgrade.

o

Upgrade Description: This shows a description of the upgrade

o

Upgrade Cost: This shows how much fungi this upgrade will cost.

Each upgrade

Purchase Button –Purchases the selected upgrades and brings the player back to the Gameplay Screen.

Exit Button – Brings the player back to the Gameplay Screen.

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Functionality •

Selecting an option – The player selects an option by Pressing the A button on the Xbox controller. On release of the Button the action associated with that Button is performed: o

Upgrade – Selects the upgrade for purchase if it is currently unselected. If the upgrade is already selected, it will become unselected. A selected upgrade will have a orange aura around it.

o

Exit Screen – Brings the player back to the Gameplay Screen.

o

Purchase Upgrade – Purchases the selected upgrade(s).

Smart Selection – When players select an upgrade to purchase, upgrades that the player cannot afford in addition to the selected upgrade will be taken off the list. When a player unselects an upgrade, upgrades that have been previously hidden but the player can now afford will be visible again. This system will ensure that players do not need to do needless math that will break immersion from the gameplay experience.

Scrolling through the options – Players scroll back and forth between the Exit Screen and Purchase upgrade buttons by using the left and right directions of the left analog stick on the Xbox controller. The selected option will have a green aura around it. Players scroll through the Upgrades in the Upgrades Window by using the up and down directions of the left analog stick. The upgrade that the player is currently selecting will have a yellow aura around it. When the player reaches the bottom of the upgrade list, pressing down will take the player back to the top of the upgrade list.

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Queen Spawning Screen The Queen Spawning Screen comes up when a player presses the use button when targeting a queen termite. This interface allows players to create new termites. This interface will not come up if a player already has the maximum number of termites in his/her colony. When a player goes to this screen, the game is paused. Players can only access this screen if they have enough wood to spawn a new termite. A mock up of this screen can be found at the Queen Spawning Screen Mock Up Section.

Layout The Queen Spawning Screen consists of 2 components, functionality of which is explained in the following section. •

Termite Selection – Allows the player to select what kind of termite

Exit Button - Brings the player back to the Gameplay Screen.

Functionality •

Selecting an option – The player selects an option by Pressing the A button on the Xbox controller. On release of the Button the action associated with that Button is performed: o

Exit Button – Brings the player back to the Gameplay Screen

o

Termite Selection – Spawns a new termite of the chosen class near the selected queen in the Gameplay Screen then brings the player back to the Gameplay Screen

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Scrolling through the options – Players scroll through the Termite Selection and the Exit Button by pressing the up, down, left and right directions of the left analog stick of the Xbox controller. Pressing up and down will let the player scroll between the Exit Screen and Termite Selection. Pressing left and right whole in Termite Selection will allow players to scroll between the different termite classes. The termite classes are covered in the Termite Classes Section.

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Victory Screen The victory screen’s purpose is to show players that they have successfully completed a level. It will either give them the option of moving on to the next level or exiting the game. A mock up of this screen can be found at the Victory Screen Mock Up Section.

Layout The Victory Screen consists of 3 components, functionality of which is explained in the following section. •

Victory Screen Image – Image that shows a termite congratulating a player for finishing a level.

Next Level Button – Generates a new level and returns the player to the Gameplay Screen.

Exit Game Button - Exits the game, this will return players to the Xbox Deashboard.

Functionality •

Selecting an option – The player selects an option by Pressing the A button on the Xbox controller. On release of the Button the action associated with that Button is performed: o

Resume Game Button – Brings the player back to the Gameplay Screen and unpauses the game.

o

Exit Game Button - Exits the game, this will return players to the Xbox Deashboard.

o

Random Termite Facts – The victory screen image will have a random termite fact taken from the Random Termite Fact List displayed on it when it loads.

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Pause Screen Players are taken to the pause screen when they press the start button on the Xbox controller. This screen will freeze all action that is happening on the Gameplay Screen and will also allow the player to exit the game at any time. A mock up of this screen can be found at the Pause Screen Mock Up Section.

Layout The Pause Screen consists of 3 components, functionality of which is explained in the following section. •

Pause Screen Image – Image that shows a termite encouraging the player to keep playing.

Resume Game Button - Brings the player back to the Gameplay Screen.

Exit Game Button- Exits the game, this will return players to the Xbox Deashboard.

Functionality •

Selecting an option – The player selects an option by Pressing the A button on the Xbox controller. On release of the Button the action associated with that Button is performed: o

Resume Game Button – Brings the player back to the Gameplay Screen and unpauses the game.

o

Exit Game Button - Exits the game, this will return players to the Xbox Deashboard.

Unpausing the game – Pressing start on the Xbox controller will return players to the Gameplay Screen and unpause the game.

Scrolling through the options – The player scrolls though the options by pressing the left and right directions on the left analog stick on the Xbox Controller. If the player currently has the Resume Game Button selected, pressing left or right will select the Exit Game Button. If the player currently has the Exit game button selected, pressing left or right will select the Resume

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[TERRY THE TERMITE DESIGN DOCUMENT] November 15, 2011 Game Button. . By default the Resume Game Button will be selected when players enter the Main Menu screen. The selected option will have a green aura around it. •

Random Termite Facts – The pause screen image will have a random termite fact taken from the Random Termite Fact List displayed on it when it loads.

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Room Layouts for Level Generation System There will be 5 living room layouts, 5 different kitchen layouts, 5 different bedroom layouts and 10 special room layouts in the game. Room layouts for this section were made using Smartdraw 2012 and its object libraries.

Kitchen Layouts

Living Room Layout

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Bedroom Layouts

Bathroom Layouts

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Special Room Layouts

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Achievements The game will take the advantage of the achievement system on the Xbox 360. Achievements in the game will be as follows: +5 Gamer Score: “A Fine Start” - Spawn your first termite +5 Gamer Score: “Gittin' An Ejoocayshun” - Research your first fungal technology +5 Gamer Score: “Keepin' it in th' fambly” - Capture another termite colony's queen +5 Gamer Score: “Th' Mo' Trimenjus They Are...” - Defeat a household pet in combat +5 Gamer Score: “Tolkien'd Be Proud” - Complete the “One rin' t'rule them all” objective +10 Gamer Score: “Smartess Termites In Th' Wo'ld” - Research all available technologies +10 Gamer Score: “Ah Will Survive” - Live through the house environment getting fumigated by exterminators

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Concept Art / Mock Ups Gameplay Screen Mock Up

Fungal Research Screen Mock Up

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Pause Screen Mock Up

Victory Screen Mock Up

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Queen Spawning Screen Mock Up Character designs on this screen were done by a friend of mine, Matt Cowdery.

Termite Concept Art Character designs were done by a friend of mine, Matt Cowdery.

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Random Termite Fact List These random facts will be displayed during loading screens, pause screens and victory screens. All facts are gathered from Wikipedia.org's entry on termites. •

The termite’s effects are damaging, costing the southwestern United States approximately $1.5 billion each year in wood structure damage.

While termites are commonly known, especially in Australia, as "white ants," they are only distantly related to the ants.

Few zoos hold termites, due to the difficulty in keeping them captive and the reluctance of authorities to permit potential pests.

Ecologically, termites are important in nutrient recycling, habitat creation, soil formation and quality and as food for countless predators.

Worker termites undertake the labours of foraging, food storage, brood and nest maintenance, and some defence duties in certain species.

A female that has flown, mated, and is producing eggs is called a "queen."

Termite workers build and maintain nests which house the colony.

Owing to their wood-eating habits, many termite species can do great damage to unprotected buildings and other wooden structures.

Once termites have entered a building, they do not limit themselves to wood; they also damage paper, cloth, carpets, and other cellulosic materials.

Termites are commonly viewed as pests in many countries, because of the damage they can cause to structures and similar nuisances.

In April 2011 wood-eating termites were blamed for reportedly consuming more than $220,000 worth of Indian rupee notes at a major bank in India.

Game Credits Lead Designer: Jon Chung Character Art: Matt Cowdery

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