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Published byElwin King Modified over 9 years ago
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Meltdown A Debugging Debacle
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Overview Game Design Character Design UI Overview Controls Mechanics Level Design
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Game Design – Plot A robotics research facility is overrun by a corrupted AI during the development of a new user-free robotics system. This infections program has turned the factory into a war-zone. To save humanity you must take control of a next generation defense robot and prevent this epidemic from spreading.
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Game Design – Gameplay The goal of this game is to progress through the defense facility and shut down the bugged system to prevent it from propagating its corrupted code.
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Game Design – Mindset The player is rushed, nervous, and excited. We can provoke these emotions through alarm systems (triggering multiple waves of unknown-type enemies per level) and miscellaneous power-ups and weapon drops.
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Quick Level Mockup Start Pickup First Beam (Stun) Solve a door puzzle to advance. Pickup First Power-up (Hack/Overwrite) Ammo Crate Mid-level Enemy
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Character Design (Robots) All of the characters in this game are iterations of the same machine. Low-Level Enemies are older robots, the base model, they don’t do much damage-wise and navigate slowly. Mid-Level Enemies are the current generation models, they do a fair amount of damage and move at a normal pace. These will be found in the end areas of the floors. The Final Boss and Main Character are “Next-generation” models, they are experimental, so they are powerful, but sometimes a little buggy.
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Robot Timeline We want the player to feel like the robots were developed sequentially. Base RobotsCurrent Robots Experimental AI Robot Prototype Defense Robot
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Beam Types Standard Beam Fires a destructive pulse at enemies. Stun Beam Fires a pulse, with less damage than the standard beam, which saps enemy movement. Fire Beam Fires a devastating pulse at enemies at the price of increased energy and heat cost. Freeze Beam Fires a pulse that freezes enemies in their place, but does no damage.
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Power-ups Hack/Overwrite Disarms an enemy robot and forces lesser robots to fight for you. Selective EMP Fires a directional pulse that disarms robots in front of you for a short time period. This is an experimental weapon, so it disarms your energy beam for a small period of time too. Overclock Chip Allows the user to use energy without limits for a small period of time. Heavy cool- down price. Costing heat and energy.
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UI Mockup Status Bars Beam Selection Power-up Selection Menu Button
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Controls Keyboard + Mouse WASD + QE – Movement Left Click – Fire Energy Beam Right Click – Deploy Power-up Arrow Keys – Select Power-up 1-4 or Tab – Select Energy Beam Shift + WASD – Pan Camera
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Controls Gamepad Pan the camera Move Select Power-up Select Energy Beam Fire Energy Beam Deploy Power-up Fire Energy Beam Deploy Power-up Menu
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Mechanics (Heat) Heat plays a vital role in survival. Using energy and/or certain power-ups contributes to heat, which depletes slower as it increases. Heat %Depleted per second 0-595 60-694 70-793 80-892 90-1001.5 100+1
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Mechanics (Energy) Energy allows the player to fire a variety of energy beams. Different beams have different effects and the cost per shot fired is broken down below. BeamEnergy Used per Second Standard1 Stun2 Fire4 Freeze3
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Level Design Ground Floor Mood Bright, Tense, Inactive Objects Ambient Laser Flashes Electric Sparks Interactive Door (disarm with puzzle) Cabinet (Cut off spawning) First Power-up (Hack/Overwrite) First Advanced Beam (Stun) (Slow enemy movement, less damage)
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Level Design 2 nd Floor Mood Bright, Tense, Active Objects Ambient Laser Flashes Explosive particles Electric Sparks Interactive Door (to disarm) Switch (to stop spawning enemies) Second Power-up (Selective EMP) Second Advanced Beam (Fire) (Damage over time) (increases heat) Ammo Depot
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Level Design 3 rd Floor Mood Dark, Tense, Active, Decay Objects Ambient Laser Flashes Rusted Piping/works Drowned sparks Interactive Door (to disarm) Switch (Spawns a larger enemy and kills the other ones for energy) Third Power-up (Overclock chip) Third Advanced Beam (Freeze) (Stops enemies, no damage, unfreeze and minor damage on hit)
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Level Design 4 th Floor (Final Boss) Mood Moody, Tense, Chaotic, Electric Objects Ambient Laser Flashes Alarm on entrance Sparks Interactive Barriers (to hide when the boss is invulnerable) Power Switch (After defeating boss)
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Questions??
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